IW4-Dump-Files/maps/cliffhanger_anim.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\cliffhanger;
#include maps\cliffhanger_code;
main_anim()
{
generic_human();
script_models();
player_anims();
vehicles();
climbing_test();
dialog();
}
#using_animtree( "generic_human" );
climbing_test()
{
level.scr_anim[ "price_a" ][ "climbing_test_scene" ] = %cliff_hero1_pose_A;
level.scr_anim[ "cake_a" ][ "climbing_test_scene" ] = %cliff_hero2_pose_A;
level.scr_anim[ "price_b" ][ "climbing_test_scene" ] = %cliff_hero1_pose_B;
level.scr_anim[ "cake_b" ][ "climbing_test_scene" ] = %cliff_hero2_pose_B;
level.scr_anim[ "price_c" ][ "climbing_test_scene" ] = %cliff_hero1_pose_C;
level.scr_anim[ "cake_c" ][ "climbing_test_scene" ] = %cliff_hero2_pose_C;
level.scr_anim[ "price_d" ][ "climbing_test_scene" ] = %cliff_hero1_pose_D;
level.scr_anim[ "cake_d" ][ "climbing_test_scene" ] = %cliff_hero2_pose_D;
level.scr_anim[ "price_jump" ][ "climbing_test_jump1" ] = %cliff_hero1_pose_jump1;
level.scr_anim[ "price_jump" ][ "climbing_test_jump2" ] = %cliff_hero1_pose_jump2;
level.scr_anim[ "price_jump" ][ "climbing_test_jump3" ] = %cliff_hero1_pose_jump3;
level.scr_anim[ "price_jump" ][ "climbing_test_jump4" ] = %cliff_hero1_pose_jump4;
level.scr_anim[ "price_jump" ][ "climbing_test_jump5" ] = %cliff_hero1_pose_jump5;
level.scr_anim[ "price_jump" ][ "climbing_test_jump6" ] = %cliff_hero1_pose_jump6;
}
#using_animtree( "generic_human" );
generic_human()
{
// quiet door open
level.scr_anim[ "price" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
level.scr_anim[ "price" ][ "hunted_open_barndoor_stop" ] = %hunted_open_barndoor_idle;
level.scr_anim[ "price" ][ "hunted_open_barndoor_idle" ][ 0 ] = %hunted_open_barndoor_idle;
level.scr_anim[ "price" ][ "evac" ] = %blackout_bh_evac_1;
// cliff deaths
level.scr_anim[ "generic" ][ "cliffdeath_1" ] = %death_run_onfront;
level.scr_anim[ "generic" ][ "cliffdeath_2" ] = %death_run_onleft;
level.scr_anim[ "generic" ][ "cliffdeath_3" ] = %death_run_forward_crumple;
level.scr_anim[ "generic" ][ "cliffdeath_4" ] = %run_death_roll;
level.scr_anim[ "price" ][ "casual_crouch_exit" ] = %cliffhanger_casual_crouch_exit;
// snowmobile price action
level.scr_anim[ "price" ][ "hill_slide" ] = %cliffhanger_price_hill_slide;
level.scr_anim[ "price" ][ "crash_rescue" ] = %cliffhanger_crash_rescue_price;
level.scr_anim[ "generic" ][ "balcony_death" ] = %death_explosion_run_F_v2;
addNotetrack_customFunction( "price", "price_land", ::price_land_fx );
addNotetrack_customFunction( "price", "price_land_settle", ::price_land_settle_fx );
addNotetrack_customFunction( "price", "price_slide_start", ::price_slide_fx );
addNotetrack_customFunction( "price", "price_slide_end", ::price_stop_slide_fx );
maps\_hand_signals::initHandSignals();
level.scr_anim[ "generic" ][ "lean_balcony" ][ 0 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "lean_balcony" ][ 1 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "lean_balcony" ][ 2 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "lean_balcony" ][ 3 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "lean_balcony" ][ 4 ] = %killhouse_gaz_talk_side;
level.scr_anim[ "generic" ][ "lean_react" ] = %exposed_idle_reactB;
level.scr_anim[ "generic" ][ "sit_idle" ][ 0 ] = %breach_chair_idle_v2;
level.scr_anim[ "generic" ][ "sit_react" ] = %breach_chair_reaction_v2;
level.scr_anim[ "generic" ][ "party1" ][ 0 ] = %coup_guard1_idle;
level.scr_anim[ "generic" ][ "party1" ][ 1 ] = %coup_guard1_jeer;
level.scr_anim[ "generic" ][ "party1_react" ] = %breach_chair_reaction_v2;
level.scr_anim[ "generic" ][ "party2" ][ 0 ] = %coup_guard2_idle;
level.scr_anim[ "generic" ][ "party2" ][ 1 ] = %coup_guard2_jeerA;
level.scr_anim[ "generic" ][ "party2" ][ 2 ] = %coup_guard2_jeerB;
level.scr_anim[ "generic" ][ "party2" ][ 3 ] = %coup_guard2_jeerC;
level.scr_anim[ "generic" ][ "party2_react" ] = %breach_chair_reaction_v2;
//STANDARD COVER BEHAVIOR
level.scr_anim[ "generic" ][ "alert2look_cornerR" ] = %corner_standr_alert_2_look;
level.scr_anim[ "generic" ][ "look_idle_cornerR" ][ 0 ] = %corner_standR_look_idle;
level.scr_anim[ "generic" ][ "look2alert_cornerR" ] = %corner_standR_look_2_alert;
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;
level.scr_anim[ "generic" ][ "alert2look_cornerL" ] = %corner_standl_alert_2_look;
level.scr_anim[ "generic" ][ "look_idle_cornerL" ][ 0 ] = %corner_standl_look_idle;
level.scr_anim[ "generic" ][ "look2alert_cornerL" ] = %corner_standl_look_2_alert;
level.scr_anim[ "generic" ][ "run_2_crouch_F" ] = %run_2_crouch_F;
level.scr_anim[ "generic" ][ "run_2_crouch_90R" ] = %run_2_crouch_90R;
level.scr_anim[ "generic" ][ "crouch_aim_arrive" ] = %exposed_crouch_aim_5;
level.scr_anim[ "generic" ][ "crouch_aim" ][ 0 ] = %exposed_crouch_aim_5;
level.scr_anim[ "generic" ][ "crouch_2run_L" ] = %crouch_2run_L;
level.scr_anim[ "generic" ][ "exposed_crouch_flinchR" ] = %exposed_crouch_pain_right_arm;
//LEDGE CLIMB
level.scr_anim[ "price" ][ "ledge_climb" ] = %cliffhanger_ledge_mantle_Price;
//BASE
// level.scr_anim[ "generic" ][ "fence_cut_guy1" ] = %cliffhanger_price_fence_cut;
level.scr_anim[ "generic" ][ "c4plant" ] = %cliffhanger_c4_setup;
//ICEPICK
level.scr_anim[ "price" ][ "icepick_fight" ] = %cliffhanger_icepick_fight_Price;
addNotetrack_attach( "price", "attach pick", "weapon_ice_picker", "TAG_INHAND", "icepick_fight" );
addNotetrack_detach( "price", "drop pick", "weapon_ice_picker", "TAG_INHAND", "icepick_fight" );
level.scr_anim[ "driver" ][ "icepick_deathA" ] = %cliffhanger_icepick_fight_driver_deathA;
level.scr_anim[ "driver" ][ "icepick_deathB" ] = %cliffhanger_icepick_fight_driver_deathB;
level.scr_anim[ "driver" ][ "icepick_fight" ] = %cliffhanger_icepick_fight_driver;
addNotetrack_customFunction( "driver", "deathA", ::set_deathanim_a, "icepick_fight" );
addNotetrack_customFunction( "driver", "deathB", ::set_deathanim_b, "icepick_fight" );
level.scr_anim[ "passenger" ][ "icepick_fight" ] = %cliffhanger_icepick_fight_passenger;
addNotetrack_customFunction( "passenger", "dropgun", ::ai_kill, "icepick_fight" );
level.scr_anim[ "generic" ][ "snowmobile_driver_climb_out" ] = %pickup_passenger_climb_out;
level.scr_anim[ "generic" ][ "snowmobile_passenger_climb_out" ] = %pickup_driver_climb_out;
level.scr_anim[ "generic" ][ "prone_death_quickdeath" ] = %prone_death_quickdeath;
level.scr_anim[ "generic" ][ "death_shotgun_back_v2" ] = %death_shotgun_back_v1;
//LOCKERROOM
level.scr_anim[ "price" ][ "locker_brawl" ] = %cliffhanger_lockerroom_fight_Price;
addNotetrack_customFunction( "price", "locker slam", ::locker_slam, "locker_brawl" );
addNotetrack_attach( "price", "knife attach", "weapon_parabolic_knife", "TAG_INHAND", "locker_brawl" );
addNotetrack_detach( "price", "knife detach", "weapon_parabolic_knife", "TAG_INHAND", "locker_brawl" );
level.scr_anim[ "defender" ][ "locker_brawl" ] = %cliffhanger_lockerroom_fight_guard;
addNotetrack_customFunction( "defender", "ignoreall", ::ignore_all, "locker_brawl" );
addNotetrack_customFunction( "defender", "dropgun", ::ai_kill, "locker_brawl" );
//BACKSIDE
level.scr_anim[ "generic" ][ "crouch_walk_start_1" ] = %launchfacility_b_ventwalk_v1_start;
level.scr_anim[ "generic" ][ "crouch_walk_stop_1" ] = %launchfacility_b_ventwalk_v1_stop;
level.scr_anim[ "generic" ][ "crouch_walk_stop_1_idle" ][ 0 ] = %launchfacility_b_ventwalk_stop_idle;
level.scr_anim[ "generic" ][ "crouch_walk_1" ] = %launchfacility_b_ventwalk_v1_cycle;
level.scr_anim[ "generic" ][ "crouch_walk_1_twitch" ] = %launchfacility_b_ventwalk_v1_twitch;
level.scr_anim[ "generic" ][ "crouch_walk_start_2" ] = %launchfacility_b_ventwalk_v2_start;
level.scr_anim[ "generic" ][ "crouch_walk_stop_2" ] = %launchfacility_b_ventwalk_v2_stop;
level.scr_anim[ "generic" ][ "crouch_walk_stop_2_idle" ][ 0 ] = %launchfacility_b_ventwalk_v2_stopidle;
level.scr_anim[ "generic" ][ "crouch_walk_2" ] = %launchfacility_b_ventwalk_v2_cycleA;
level.scr_anim[ "generic" ][ "crouch_walk_2_twitch1" ] = %launchfacility_b_ventwalk_v2_twitchA;
level.scr_anim[ "generic" ][ "crouch_walk_2_twitch2" ] = %launchfacility_b_ventwalk_v2_twitchB;
//WELDERS
level.scr_anim[ "welder_wing" ][ "welding" ][ 0 ] = %cliffhanger_welder_wing;
level.scr_anim[ "welder_engine" ][ "welding" ][ 0 ] = %cliffhanger_welder_engine;
//HANGER
/*
level.scr_anim[ "price" ][ "capture" ] = %cliffhanger_capture_Price;
level.scr_anim[ "guard1" ][ "capture" ] = %cliffhanger_capture_guard;
level.scr_anim[ "guard2" ][ "capture" ] = %cliffhanger_capture_guard2;
level.scr_anim[ "guard3" ][ "capture" ] = %cliffhanger_capture_guard3;
level.scr_anim[ "guard4" ][ "capture" ] = %cliffhanger_capture_guard4;
level.scr_anim[ "guard5" ][ "capture" ] = %cliffhanger_capture_guard5;
level.scr_anim[ "guard6" ][ "capture" ] = %cliffhanger_capture_guard6;
*/
level.scr_anim[ "price" ][ "capture_idle" ][0] = %cliffhanger_capture_Price_idle;
level.scr_anim[ "price" ][ "capture_pullout" ] = %cliffhanger_capture_Price_pullout;
//addNotetrack_customFunction( "price", "explosion_start", ::explosion_chain_reaction );
//addNotetrack_customFunction( "price", "explosion_start", ::player_slow_mo );
level.scr_anim[ "guard1" ][ "runin" ] = %CQB_runin_R1;
level.scr_anim[ "guard2" ][ "runin" ] = %CQB_runin_R2;
level.scr_anim[ "guard3" ][ "runin" ] = %CQB_runin_L1;
level.scr_anim[ "guard4" ][ "runin" ] = %CQB_runin_L2;
//Price<63>s Anims for the sat.
level.scr_anim[ "price" ][ "enter" ] = %cliffhanger_hanger_enter;
level.scr_anim[ "price" ][ "satellite_idle" ][0] = %cliffhanger_hanger_cycle;
/*
level.scr_anim[ "price" ][ "satellite_idle" + "weight" ][ 0 ] = 100;
level.scr_anim[ "price" ][ "satellite_idle" ][1] = %cliffhanger_hanger_waveA;
level.scr_anim[ "price" ][ "satellite_idle" + "weight" ][ 1 ] = 100;
level.scr_anim[ "price" ][ "satellite_idle" ][2] = %cliffhanger_hanger_waveB;
level.scr_anim[ "price" ][ "satellite_idle" + "weight" ][ 2 ] = 100;
*/
//You can throw these in randomly on the guys in CQB to make them less static.
level.scr_anim[ "generic" ][ "capture_shoutingA" ] = %CQB_stand_shout_A;
level.scr_anim[ "generic" ][ "capture_shoutingB" ] = %CQB_stand_shout_B;
//added 5 reaction animations for cliffhanger capture sequence.
level.scr_anim[ "generic" ][ "explosion_reactA" ] = %CQB_stand_react_A;
level.scr_anim[ "generic" ][ "explosion_reactB" ] = %CQB_stand_react_B;
level.scr_anim[ "generic" ][ "explosion_reactC" ] = %CQB_stand_react_C;
level.scr_anim[ "generic" ][ "explosion_reactD" ] = %CQB_stand_react_D;
level.scr_anim[ "generic" ][ "explosion_reactE" ] = %CQB_stand_react_E;
// cold patrol
level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] = %patrolwalk_cold_gunup_idle;
level.scr_anim[ "generic" ][ "_stealth_patrol_search_b" ] = %patrolwalk_cold_gunup_idle;
level.scr_anim[ "generic" ][ "patrol_cold_huddle" ][0] = %patrolwalk_cold_huddle_idle;
level.scr_anim[ "generic" ][ "patrol_cold_huddle" ][1] = %patrolwalk_cold_huddle_twitch;
level.scr_anim[ "generic" ][ "patrol_cold_huddle_pause" ] = %patrolwalk_cold_huddle_stand_idle;
level.scr_anim[ "generic" ][ "patrol_cold_huddle_stop" ] = %patrolwalk_cold_huddle_walk2stand;
level.scr_anim[ "generic" ][ "patrol_cold_huddle_start" ] = %patrolwalk_cold_huddle_stand2walk;
level.scr_anim[ "generic" ][ "patrol_cold_crossed" ][0] = %patrolwalk_cold_crossed_idle;
level.scr_anim[ "generic" ][ "patrol_cold_crossed" ][1] = %patrolwalk_cold_crossed_twitch;
level.scr_anim[ "generic" ][ "patrol_cold_crossed_pause" ] = %patrolwalk_cold_crossed_stand_idle;
level.scr_anim[ "generic" ][ "patrol_cold_crossed_stop" ] = %patrolwalk_cold_crossed_walk2stand;
level.scr_anim[ "generic" ][ "patrol_cold_crossed_start" ] = %patrolwalk_cold_crossed_stand2walk;
weights = [];
weights[0] = 8;
weights[1] = 2;
level.scr_anim[ "generic" ][ "patrol_twitch_weights" ] = get_cumulative_weights( weights );
level.scr_anim[ "generic" ][ "patrol_cold_gunup_search" ] = %patrolwalk_cold_gunup_idle;
level.scr_anim[ "generic" ][ "patrol_cold_gunup" ][0] = %patrolwalk_cold_gunup_idle;
level.scr_anim[ "generic" ][ "patrol_cold_gunup" ][1] = %patrolwalk_cold_gunup_twitchA;
level.scr_anim[ "generic" ][ "patrol_cold_gunup" ][2] = %patrolwalk_cold_gunup_twitchB;
weights = [];
weights[0] = 4;
weights[1] = 3;
weights[2] = 3;
level.scr_anim[ "generic" ][ "patrol_gunup_twitch_weights" ] = get_cumulative_weights( weights );
//TRUCKRIDE
level.scr_anim[ "generic" ][ "truckride_climbin" ] = %traverse_stepup_52;
//JEEPCRASH
// level.scr_anim[ "generic" ][ "cliff_jeep_crash_price" ] = %cliff_jeep_crash_price;
}
set_deathanim_a( guy )
{
guy set_deathAnim( "icepick_deathA" );
}
set_deathanim_b( guy )
{
guy set_deathAnim( "icepick_deathB" );
}
price_land_fx ( price )
{
//iprintlnbold( "Touch Down" );
//playfxontag( getfx( "price_landing" ), price, "J_Ankle_RI");
tagPos = price gettagorigin( "J_Ankle_RI" ); // rough tag to play fx on
tagPos = PhysicsTrace( tagPos + ( 0,0,64), tagPos + ( 0,0,-64) );
playfx( level._effect[ "price_landing" ], tagPos );
}
price_land_settle_fx ( price )
{
tagPos = price gettagorigin( "J_Ankle_LE" ); // rough tag to play fx on
tagPos = PhysicsTrace( tagPos + ( 0,0,64), tagPos + ( 0,0,-64) );
playfx( level._effect[ "price_landing" ], tagPos );
}
price_slide_fx( price )
{
self endon( "stop_slide_fx" );
while ( true )
{
playfxontag( getfx( "price_sliding" ), price, "J_Ankle_LE" );
wait( .1 );
}
}
price_stop_slide_fx( price )
{
self notify( "stop_slide_fx" );
}
#using_animtree( "script_model" );
script_models()
{
// level.scr_animtree[ "fence" ] = #animtree;
// level.scr_anim[ "fence" ][ "fence_cut_model" ] = %cliffhanger_price_fence_cut_fence;
// level.scr_model[ "fence" ] = "cliffhanger_fence_cut";
level.scr_animtree[ "flag_square" ] = #animtree;
level.scr_anim[ "flag_square" ][ "flag_waves" ] = %cliffhanger_square_flag_high_wind;
level.scr_model[ "flag_square" ] = "com_square_flag";
level.scr_animtree[ "flag_triangle" ] = #animtree;
level.scr_anim[ "flag_triangle" ][ "flag_waves" ] = %cliffhanger_triangle_flag_high_wind;
level.scr_model[ "flag_triangle" ] = "com_triangle_flag";
level.scr_animtree[ "locker_1" ] = #animtree;
level.scr_anim[ "locker_1" ][ "locker_brawl" ] = %cliffhanger_lockerroom_fight_locker_1;
level.scr_model[ "locker_1" ] = "com_locker_open";
level.scr_animtree[ "locker_2" ] = #animtree;
level.scr_anim[ "locker_2" ][ "locker_brawl" ] = %cliffhanger_lockerroom_fight_locker_2;
level.scr_model[ "locker_2" ] = "com_locker_open";
level.scr_animtree[ "fallingtree" ] = #animtree;
level.scr_anim[ "fallingtree" ][ "destroyed_fallen_tree_cliffhanger01" ] = %destroyed_fallen_tree_cliffhanger01;
level.scr_model[ "fallingtree" ] = "foliage_tree_destroyed_fallen_tree_a_animated";
thread destroyed_fallen_tree_cliffhanger01();
//map_source/prefabs/cliffhanger/flag_triangle_anim01.map
level.scr_anim[ "drill" ][ "enter" ] = %cliffhanger_hangar_drill;
level.scr_model[ "drill" ] = "weapon_power_drill";
level.scr_animtree[ "drill" ] = #animtree;
}
locker_slam( price )
{
locker_dyn_explosion_orgs = getentarray( "locker_dyn_explosion_org", "targetname" );
foreach ( org in locker_dyn_explosion_orgs )
{
PhysicsExplosionSphere( org.origin, 100, 80, 0.3 );
}
}
destroyed_fallen_tree_cliffhanger01()
{
fallingtree = spawn_anim_model( "fallingtree" );
node = getent( "animated_destroyed_fallen_tree01", "targetname" );
node anim_first_frame_solo( fallingtree, "destroyed_fallen_tree_cliffhanger01" );
flag_wait ( "destroyed_fallen_tree_cliffhanger01" );
exploder ( 18 ); //set in createfx
wait( .25 );
playfx( level._effect[ "tree_trunk_explosion" ], node.origin );
node anim_single_solo( fallingtree, "destroyed_fallen_tree_cliffhanger01" );
}
#using_animtree( "player" );
player_anims()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_arctic_wind";
level.scr_anim[ "player_rig" ][ "player_evac" ] = %blackout_bh_evac_player;
}
#using_animtree("vehicles");
vehicles()
{
level.scr_animtree[ "mig" ] = #animtree;
level.scr_anim[ "mig" ][ "mig_landing1" ] = %cliffhanger_mig_landing_1;
level.scr_anim[ "mig" ][ "mig_landing2" ] = %cliffhanger_mig_landing_2;
level.scr_model[ "mig" ] = "vehicle_mig29";
level.scr_animtree[ "snowmobile" ] = #animtree;
level.scr_anim[ "snowmobile" ][ "icepick_fight" ] = %cliffhanger_icepick_fight_snowmobile;
level.scr_model[ "snowmobile" ] = "vehicle_snowmobile_alt";
level.scr_animtree[ "heli" ] = #animtree;
level.scr_anim[ "heli" ][ "avalanche_heli_wipeout" ] = %cliffhanger_crash_mi28_crash;
addNotetrack_customFunction( "mig", "touchdown_fx", ::mig_touchdown_fx );
addNotetrack_customFunction( "snowmobile", "snowmobile_skidout", ::snowmobile_skidout_fx );
addNotetrack_customFunction( "snowmobile", "snowmobile_stop_skidout", ::snowmobile_stop_skidout_fx );
// level.scr_animtree[ "jeep" ] = #animtree;
// level.scr_anim[ "jeep" ][ "cliff_jeep_crash" ] = %cliff_jeep_crash;
// level.scr_model[ "jeep" ] = "vehicle_uaz_winter";
//
}
snowmobile_skidout_fx ( snowmobile )
{
// commented out to hand off to code. the effect behavior "effect at spawn" playing from a
// "playfxontag" isn't taking on the bone position, as it should
// playfxontag( getfx( "tread_snow_snowmobile_skidout" ), snowmobile, "tag_deathfx" );
level endon( "stop_skidout_fx" );
while ( true )
{
playfxontag( getfx( "tread_snow_snowmobile_skidout" ), snowmobile, "tag_deathfx" );
wait( .03 );
}
}
snowmobile_stop_skidout_fx( snowmobile )
{
level notify( "stop_skidout_fx" );
}
mig_touchdown_fx ( mig )
{
//iprintlnbold( "Touch Down" );
playfxontag( getfx( "mig_landing_snow" ), mig, "tag_origin");
playfxontag( getfx( "mig_landing_trail_snow" ), mig, "origin_animate_jnt");
}
#using_animtree( "generic_human" );
c4_swap( guy )
{
C4org = guy gettagorigin( "TAG_INHAND" );
C4angles = guy gettagangles( "TAG_INHAND" );
c4_model = spawn( "script_model", C4org );
c4_model setmodel( "weapon_c4" );
c4_model.angles = C4angles;
c4_model thread maps\_c4::playC4Effects();
}
lockerroom_noturningback( guy )
{
flag_set( "locker_room_noturningback" );
}
ignore_all( guy )
{
guy.allowDeath = false;
flag_set( "locker_brawl_becomes_uninteruptable" );
}
ai_kill( guy )
{
if ( !isalive( guy ) )
return;
guy.allowDeath = true;
guy.a.nodeath = true;
guy set_battlechatter( false );
guy kill();
/*
tagPos = guy gettagorigin( "j_SpineUpper" ); // rough tag to play fx on
tagPos = PhysicsTrace( tagPos + ( 0,0,64), tagPos + ( 0,0,-64) );
playfx( level._effect[ "deathfx_bloodpool_generic" ], tagPos );
*/
}
dialog()
{
//THEY HAVE NO IDEA
//Soap, these muppets have no idea we<77>re here. Let<65>s take this nice and slow.
level.scr_sound[ "price" ][ "cliff_pri_noidea" ] = "cliff_pri_noidea";
//Target down.
level.scr_sound[ "price" ][ "cliff_pri_killfirm" ] = "cliff_pri_killfirm";
//RUN ACROSS TARMAC
//Soap! Follow me! Let's go!!!
level.scr_sound[ "price" ][ "follow_me" ] = "cliff_pri_followmeletsgo";
//RUSSIAN YELLING
//PLAYER KILLED SOMEONE
level.scr_sound[ "price" ][ "cliff_pri_killfirm_plyr" ] = "cliff_pri_killfirm_plyr";
//PLAYER STABBED SOMEONE
level.scr_sound[ "price" ][ "cliff_pri_melee_plyr" ] = "cliff_pri_melee_plyr";
//PRICE OUT OF BASE DIALOG
//HEART BEAT SETUP---
//Soap, check your heartbeat sensor.
level.scr_sound[ "price" ][ "cliff_pri_checksensor" ] = "cliff_pri_checksensor";
level.scr_face[ "price" ][ "cliff_pri_checksensor" ] = %cliff_pri_checksensor;
//You should be able to see me on the scope.
level.scr_sound[ "price" ][ "cliff_pri_seeme" ] = "cliff_pri_seeme";
level.scr_face[ "price" ][ "cliff_pri_seeme" ] = %cliff_pri_seeme;
//That blue dot is me.
level.scr_sound[ "price" ][ "cliff_pri_bluedot" ] = "cliff_pri_bluedot";
level.scr_face[ "price" ][ "cliff_pri_bluedot" ] = %cliff_pri_bluedot;
//Any unrecognized contacts will show up as white dots.
level.scr_sound[ "price" ][ "cliff_pri_whitedots" ] = "cliff_pri_whitedots";
level.scr_face[ "price" ][ "cliff_pri_whitedots" ] = %cliff_pri_whitedots;
//FIRST ENCOUNTER ---
//You take the one on the left.
level.scr_sound[ "price" ][ "cliff_pri_youtakeleft" ] = "cliff_pri_youtakeleft";
//On three. One...two...three.
level.scr_sound[ "price" ][ "cliff_pri_onthree" ] = "cliff_pri_onthree";
//SECOND ENCOUNTER ---
//Same plan.
level.scr_sound[ "price" ][ "cliff_pri_sameplan" ] = "cliff_pri_sameplan";
//IVE GOT YOUR BACK ---
//All right, I've tapped into their comms.
level.scr_sound[ "price" ][ "cliff_pri_tappedcomms" ] = "cliff_pri_tappedcomms";
//Picking up a lot of chatter about some bird named Pvt. Natalya.
level.scr_sound[ "price" ][ "cliff_pri_pvtnatalya" ] = "cliff_pri_pvtnatalya";
//That's odd. Last I checked, they didn't allow female combatants in their army.
level.scr_sound[ "price" ][ "cliff_pri_femcombatants" ] = "cliff_pri_femcombatants";
//STORM ---
//The storm's brewing up.
level.scr_sound[ "price" ][ "cliff_pri_stormsbrewing" ] = "cliff_pri_stormsbrewing";
//ON YOUR LEFT
//Tango to your left.
level.scr_sound[ "price" ][ "cliff_pri_tangoleft" ] = "cliff_pri_tangoleft";
//Target on your left.
level.scr_sound[ "price" ][ "cliff_pri_targetleft" ] = "cliff_pri_targetleft";
//ON YOUR RIGHT
//Hostile to the right.
level.scr_sound[ "price" ][ "cliff_pri_hostileright" ] = "cliff_pri_hostileright";
//Target on your right.
level.scr_sound[ "price" ][ "cliff_pri_targetright" ] = "cliff_pri_targetright";
//BEHIND YOU
//Tango on your six.
level.scr_sound[ "price" ][ "cliff_pri_tangosix" ] = "cliff_pri_tangosix";
//Target behind you.
level.scr_sound[ "price" ][ "cliff_pri_targetbehindyou" ] = "cliff_pri_targetbehindyou";
//THEY ARE RESPAWNING---
//Hold up.
level.scr_sound[ "price" ][ "cliff_pri_holdup" ] = "cliff_pri_holdup";
//I'm seeing some activity on the runway.
level.scr_sound[ "price" ][ "cliff_pri_activityonrunway" ] = "cliff_pri_activityonrunway";
//Looks like twenty plus 'foot-mobiles' headed your way
level.scr_sound[ "price" ][ "cliff_pri_footmobiles" ] = "cliff_pri_footmobiles";
//STAY AWAY FROM BMP ---
//Picking up large heat signatures near the tower, could be BMPs. I'd avoid that area.
level.scr_sound[ "price" ][ "cliff_pri_avoidarea" ] = "cliff_pri_avoidarea";
//GOTO HANGER ---
//I'm picking more radio traffic about the satellite. Standby.
level.scr_sound[ "price" ][ "cliff_pri_radiotraffic" ] = "cliff_pri_radiotraffic";
//Got it. Sounds like the satellite's in the far hangar.
level.scr_sound[ "price" ][ "cliff_pri_infarhangar" ] = "cliff_pri_infarhangar";
//Race you there. Oscar Mike. Out.
level.scr_sound[ "price" ][ "cliff_pri_oscarmike" ] = "cliff_pri_oscarmike";
//THEY FOUND A BODY ---
//Hold on - they've only found a body. They don't know where you are.
level.scr_sound[ "price" ][ "cliff_pri_foundabody" ] = "cliff_pri_foundabody";
//Looks like they've found a corpse, but they haven't seen you yet. Keep quiet.
level.scr_sound[ "price" ][ "cliff_pri_keepquiet" ] = "cliff_pri_keepquiet";
//Soap - they found a corpse but they're not onto you yet. Stay calm.
level.scr_sound[ "price" ][ "cliff_pri_staycalm" ] = "cliff_pri_staycalm";
//GOOD JOB ---
//Nicely done.
level.scr_sound[ "price" ][ "cliff_pri_nicelydone" ] = "cliff_pri_nicelydone";
//PRICE KILLED SOMEONE---
level.scr_sound[ "price" ][ "tango_down" ] = "cliff_pri_killfirm";
//LETS SPLIT UP -----
//Let<65>s split up. I'll use the thermal scope and provide overwatch from this ridge.
level.scr_sound[ "price" ][ "cliff_pri_splitup" ] = "cliff_pri_splitup";
//You'll be like a ghost in this blizzard, so the guards won<6F>t see you until you<6F>re very close.
level.scr_sound[ "price" ][ "cliff_pri_likeaghost" ] = "cliff_pri_likeaghost";
//YOU'RE IN - PLAN B -----
//All right, you're in. Head to the left and plant your C4 on a fuel tank. We may need to go to <20>Plan B<> if things go south.
level.scr_sound[ "price" ][ "cliff_pri_yourein" ] = "cliff_pri_yourein";
//TRUCK COMING ----
//There<72>s a truck coming! Stay out of sight.
level.scr_sound[ "price" ][ "cliff_pri_truckcoming" ] = "cliff_pri_truckcoming";
//TRUCK BLOWN UP ----
//Gee, I wonder if they will notice a flaming wreck in the middle of the road<61>.
level.scr_sound[ "price" ][ "cliff_pri_flamingwreck" ] = "cliff_pri_flamingwreck";
//Stay out of sight - you<6F>ve alerted some guards.
level.scr_sound[ "price" ][ "cliff_pri_outofsight" ] = "cliff_pri_outofsight";
//SILENCER ADVICE ----
//Be careful about picking up enemy weapons, Soap. Any un-suppressed firearms will attract a lot of attention.
level.scr_sound[ "price" ][ "cliff_pri_attractattn" ] = "cliff_pri_attractattn";
//SNEAKY PROGRESS ----
//Pretty sneaky Soap. No one<6E>s been alerted to your presence.
level.scr_sound[ "price" ][ "cliff_pri_prettysneaky" ] = "cliff_pri_prettysneaky";
//GET INTO POSITION FIRST FOUR ----
//Two tangos in front.
level.scr_sound[ "price" ][ "cliff_pri_2tangosfront" ] = "cliff_pri_2tangosfront";
//BMP DANGER ----
//That BMP<4D>s got thermal sights <20> get the hell out of there!
level.scr_sound[ "price" ][ "cliff_pri_getoutofthere" ] = "cliff_pri_getoutofthere";
//Nice work.
level.scr_sound[ "price" ][ "cliff_pri_nicework" ] = "cliff_pri_nicework";
//PRICE SNIPES ****
//I'll take this one.
level.scr_sound[ "price" ][ "cliff_pri_takethisone" ] = "cliff_pri_takethisone";
//He's mine.
level.scr_sound[ "price" ][ "cliff_pri_hesmine" ] = "cliff_pri_hesmine";
//I've got him.
level.scr_sound[ "price" ][ "cliff_pri_ivegothim" ] = "cliff_pri_ivegothim";
//This one is mine.
level.scr_sound[ "price" ][ "cliff_pri_onesmine" ] = "cliff_pri_onesmine";
//I'll take him.
level.scr_sound[ "price" ][ "cliff_pri_illtakehim" ] = "cliff_pri_illtakehim";
//PLAYER LATE TO HANGER ****
//Took the scenic route eh?
level.scr_sound[ "price" ][ "cliff_pri_scenicroute" ] = "cliff_pri_scenicroute";
level.scr_face[ "price" ][ "cliff_pri_scenicroute" ] = %cliff_pri_scenicroute;
//TRUCK STOPPED ****
//Heads up, the truck just stopped.
level.scr_sound[ "price" ][ "cliff_pri_headsup" ] = "cliff_pri_headsup";
//Four tangos just got out and are looking around.
level.scr_sound[ "price" ][ "cliff_pri_lookingaround" ] = "cliff_pri_lookingaround";
//STEALTH BROKEN ****
//Take cover! They're on to you!
level.scr_sound[ "price" ][ "cliff_pri_takecover" ] = "cliff_pri_takecover";
//You've been spotted take cover!
level.scr_sound[ "price" ][ "cliff_pri_beenspotted" ] = "cliff_pri_beenspotted";
//Get out of there they've found you!
level.scr_sound[ "price" ][ "cliff_pri_foundyou" ] = "cliff_pri_foundyou";
//Heads up! I see tangos coming from multiple directions!
level.scr_sound[ "price" ][ "cliff_pri_multipledirections" ] = "cliff_pri_multipledirections";
//STEALTH FAILURE
//Not very sneaky, Soap.
level.scr_sound[ "price" ][ "cliff_pri_notsneaky" ] = "cliff_pri_notsneaky";
//This is easier when you don't alert them.
level.scr_sound[ "price" ][ "cliff_pri_dontalertthem" ] = "cliff_pri_dontalertthem";
//That was sloppy.
level.scr_sound[ "price" ][ "cliff_pri_sloppy" ] = "cliff_pri_sloppy";
//There is a reason we brought silencers.
level.scr_sound[ "price" ][ "cliff_pri_silencers" ] = "cliff_pri_silencers";
//* Let<65>s go.
level.scr_sound[ "price" ][ "letsgo" ] = "cliff_pri_letsgo";
level.scr_face[ "price" ][ "letsgo" ] = %cliff_pri_letsgo;
//* Good luck mate - see you on the far side.
level.scr_sound[ "price" ][ "thefarside" ] = "cliff_pri_thefarside";
// enemies_persue_on_bike
// <20>More tangos to the rear! Just outrun them! Go! Go!<21>
level.scr_radio[ "outrunthem" ] = "cliff_pri_outrunthem";
// <20>Don<6F>t slow down! Keep moving or you<6F>re dead!<21>
level.scr_radio[ "keepmoving" ] = "cliff_pri_keepmoving";
// <20>Go! Go! Go!<21>
level.scr_radio[ "gogogo" ] = "cliff_pri_gogogo";
// <20>Avalaaaanche!!!!!<21>
level.scr_radio[ "avalanche" ] = "cliff_pri_avalanche";
// <20>More tangos on our six! Take <20>em out!<21>
level.scr_radio[ "moretangos" ] = "cliff_pri_moretangos";
// player_survived_minijump + 2 sec
// <20>We<57>re gonna make it! Just hang on!<21>
level.scr_radio[ "gonnamakeit" ] = "cliff_pri_gonnamakeit";
// snowmobile_price_full_speed
// <20>Come on! Come on!<21>
level.scr_radio[ "comeoncomeon" ] = "cliff_pri_comeoncomeon";
// price_hang_on
// <20>Hang ooonnn!!!<21>
level.scr_radio[ "hangon2" ] = "cliff_pri_hangon2";
// <20>Stay close and hug the wall! We<57>ll use the MiGs for cover and cross the tarmac to the southeast!<21>
level.scr_sound[ "price" ][ "hugthewall" ] = "cliff_pri_hugthewall";
// "Alright, let's go!"
level.scr_sound[ "price" ][ "allright" ] = "cliff_pri_allright";
// <20>Head for that MiG, I<>ll cover you!<21>
level.scr_sound[ "price" ][ "headformig" ] = "cliff_pri_headformig";
// <20>I<EFBFBD>m heading for those jeeps, cover me!<21>
level.scr_sound[ "price" ][ "headingforjeeps" ] = "cliff_pri_headingforjeeps";
// <20>I<EFBFBD>ll make a run for the next MiG! Give me some covering fire!<21>
level.scr_sound[ "price" ][ "runtonextmig" ] = "cliff_pri_runtonextmig";
// <20>Cover me, I<>m making a break for it!<21>
level.scr_sound[ "price" ][ "makingabreak" ] = "cliff_pri_makingabreak";
// <20>I<EFBFBD>ve got you covered Soap! Move up! Move up!<21>
level.scr_sound[ "price" ][ "moveup" ] = "cliff_pri_moveup";
// <20>I<EFBFBD>ll cover you! Come to me!<21>
level.scr_sound[ "price" ][ "cometome" ] = "cliff_pri_cometome";
// <20>Snowmobiles! Take <20>em out!!<21>
level.scr_sound[ "price" ][ "snowmoibles" ] = "cliff_pri_snowmoibles";
// "Soap, I've been compromised! Keep a low profile and hold your fire."
level.scr_sound[ "price" ][ "compromised" ] = "cliff_pri_compromised";
// "Soap, Go to plan b
level.scr_sound[ "price" ][ "plan_b" ] = "cliff_pri_goplanb";
// put it on price for now
// "This is major petrov! Come out with your hands up!
level.scr_sound[ "price" ][ "petrov" ] = "cliff_pet_thisispetrov";
// To enemy infiltrators, we have captured one of your comrades!
level.scr_sound[ "price" ][ "cliff_pet_capturedcomrade" ] = "cliff_pet_capturedcomrade";
// We know you are up there! Surrender now and we will spare your comrade!
level.scr_sound[ "price" ][ "cliff_pet_surrender" ] = "cliff_pet_surrender";
// If you do not surrender, your comrade will die.
level.scr_sound[ "price" ][ "cliff_pet_willdie" ] = "cliff_pet_willdie";
// Come out with your hands up!
level.scr_sound[ "price" ][ "cliff_pet_handsup" ] = "cliff_pet_handsup";
// Very well - I will give you five seconds before I execute your comrade!
level.scr_sound[ "price" ][ "cliff_pet_verywell" ] = "cliff_pet_verywell";
// "You have five seconds to comply!" "cliff_pet_fiveseconds
level.scr_sound[ "price" ][ "fiveseconds" ] = "cliff_pet_fiveseconds";
// 5 4 3 2 1
level.scr_sound[ "price" ][ "count_five" ] = "cliff_pet_countfive";
level.scr_sound[ "price" ][ "count_four" ] = "cliff_pet_countfour";
level.scr_sound[ "price" ][ "count_three" ] = "cliff_pet_countthree";
level.scr_sound[ "price" ][ "count_two" ] = "cliff_pet_counttwo";
level.scr_sound[ "price" ][ "count_one" ] = "cliff_pet_countone";
// <20>Soap, get upstairs and download the files.<2E>
level.scr_sound[ "price" ][ "downloadfiles" ] = "cliff_pri_downloadfiles";
level.scr_face[ "price" ][ "downloadfiles" ] = %cliff_pri_downloadfiles;
// <20>To the east, soap! Go!<21>
level.scr_sound[ "price" ][ "eastgo" ] = "cliff_pri_eastgo";
// <20>Soap, make a run for that MIG to the east!<21>
level.scr_sound[ "price" ][ "runformigeast" ] = "cliff_pri_runformigeast";
level.scr_face[ "price" ][ "runformigeast" ] = %cliff_pri_runformigeast;
///////////////////////////////////////////////
///////////////RADIO
//PLAYER KILLED SOMEONE
level.scr_radio[ "cliff_pri_killfirm_plyr" ] = "cliff_pri_killfirm_plyr";
//PLAYER STABBED SOMEONE
level.scr_radio[ "cliff_pri_melee_plyr" ] = "cliff_pri_melee_plyr";
//PRICE OUT OF BASE DIALOG
//HEART BEAT SETUP---
//Soap, check your heartbeat sensor.
level.scr_radio[ "cliff_pri_checksensor" ] = "cliff_pri_checksensor";
//You should be able to see me on the scope.
level.scr_radio[ "cliff_pri_seeme" ] = "cliff_pri_seeme";
//That blue dot is me.
level.scr_radio[ "cliff_pri_bluedot" ] = "cliff_pri_bluedot";
//Any unrecognized contacts will show up as white dots.
level.scr_radio[ "cliff_pri_whitedots" ] = "cliff_pri_whitedots";
//You take the one on the left.
level.scr_radio[ "cliff_pri_youtakeleft" ] = "cliff_pri_youtakeleft";
//On three. One...two...three.
level.scr_radio[ "cliff_pri_onthree" ] = "cliff_pri_onthree";
//SECOND ENCOUNTER ---
//Same plan.
level.scr_radio[ "cliff_pri_sameplan" ] = "cliff_pri_sameplan";
//IVE GOT YOUR BACK ---
//All right, I've tapped into their comms.
level.scr_radio[ "cliff_pri_tappedcomms" ] = "cliff_pri_tappedcomms";
//Picking up a lot of chatter about some bird named Pvt. Natalya.
level.scr_radio[ "cliff_pri_pvtnatalya" ] = "cliff_pri_pvtnatalya";
//That's odd. Last I checked, they didn't allow female combatants in their army.
level.scr_radio[ "cliff_pri_femcombatants" ] = "cliff_pri_femcombatants";
//STORM ---
//The storm's brewing up.
level.scr_radio[ "cliff_pri_stormsbrewing" ] = "cliff_pri_stormsbrewing";
//ON YOUR LEFT
//Tango to your left.
level.scr_radio[ "cliff_pri_tangoleft" ] = "cliff_pri_tangoleft";
//Target on your left.
level.scr_radio[ "cliff_pri_targetleft" ] = "cliff_pri_targetleft";
//ON YOUR RIGHT
//Hostile to the right.
level.scr_radio[ "cliff_pri_hostileright" ] = "cliff_pri_hostileright";
//Target on your right.
level.scr_radio[ "cliff_pri_targetright" ] = "cliff_pri_targetright";
//BEHIND YOU
//Tango on your six.
level.scr_radio[ "cliff_pri_tangosix" ] = "cliff_pri_tangosix";
//Target behind you.
level.scr_radio[ "cliff_pri_targetbehindyou" ] = "cliff_pri_targetbehindyou";
//THEY ARE RESPAWNING---
//Hold up.
level.scr_radio[ "cliff_pri_holdup" ] = "cliff_pri_holdup";
//I'm seeing some activity on the runway.
level.scr_radio[ "cliff_pri_activityonrunway" ] = "cliff_pri_activityonrunway";
//Looks like twenty plus 'foot-mobiles' headed your way
level.scr_radio[ "cliff_pri_footmobiles" ] = "cliff_pri_footmobiles";
//STAY AWAY FROM BMP ---
//Picking up large heat signatures near the tower, could be BMPs. I'd avoid that area.
level.scr_radio[ "cliff_pri_avoidarea" ] = "cliff_pri_avoidarea";
//GOTO HANGER ---
//I'm picking more radio traffic about the satellite. Standby.
level.scr_radio[ "cliff_pri_radiotraffic" ] = "cliff_pri_radiotraffic";
//Got it. Sounds like the satellite's in the far hangar.
level.scr_radio[ "cliff_pri_infarhangar" ] = "cliff_pri_infarhangar";
//Race you there. Oscar Mike. Out.
level.scr_radio[ "cliff_pri_oscarmike" ] = "cliff_pri_oscarmike";
//THEY FOUND A BODY ---
//Hold on - they've only found a body. They don't know where you are.
level.scr_radio[ "cliff_pri_foundabody" ] = "cliff_pri_foundabody";
//Looks like they've found a corpse, but they haven't seen you yet. Keep quiet.
level.scr_radio[ "cliff_pri_keepquiet" ] = "cliff_pri_keepquiet";
//Soap - they found a corpse but they're not onto you yet. Stay calm.
level.scr_radio[ "cliff_pri_staycalm" ] = "cliff_pri_staycalm";
//GOOD JOB ---
//Nicely done.
level.scr_radio[ "cliff_pri_nicelydone" ] = "cliff_pri_nicelydone";
//PRICE KILLED SOMEONE---
level.scr_radio[ "tango_down" ] = "UK_pri_inform_killfirm_generic_s";
//LETS SPLIT UP -----
//Let<65>s split up. I'll use the thermal scope and provide overwatch from this ridge.
level.scr_radio[ "cliff_pri_splitup" ] = "cliff_pri_splitup";
//You'll be like a ghost in this blizzard, so the guards won<6F>t see you until you<6F>re very close.
level.scr_radio[ "cliff_pri_likeaghost" ] = "cliff_pri_likeaghost";
//YOU'RE IN - PLAN B -----
//All right, you're in. Head to the left and plant your C4 on a fuel tank. We may need to go to <20>Plan B<> if things go south.
level.scr_radio[ "cliff_pri_yourein" ] = "cliff_pri_yourein";
//TRUCK COMING ----
//There<72>s a truck coming! Stay out of sight.
level.scr_radio[ "cliff_pri_truckcoming" ] = "cliff_pri_truckcoming";
//TRUCK BLOWN UP ----
//Gee, I wonder if they will notice a flaming wreck in the middle of the road<61>.
level.scr_radio[ "cliff_pri_flamingwreck" ] = "cliff_pri_flamingwreck";
//Stay out of sight - you<6F>ve alerted some guards.
level.scr_radio[ "cliff_pri_outofsight" ] = "cliff_pri_outofsight";
//SILENCER ADVICE ----
//Be careful about picking up enemy weapons, Soap. Any un-suppressed firearms will attract a lot of attention.
level.scr_radio[ "cliff_pri_attractattn" ] = "cliff_pri_attractattn";
//SNEAKY PROGRESS ----
//Pretty sneaky Soap. No one<6E>s been alerted to your presence.
level.scr_radio[ "cliff_pri_prettysneaky" ] = "cliff_pri_prettysneaky";
//GET INTO POSITION FIRST FOUR ----
//Two tangos in front.
level.scr_radio[ "cliff_pri_2tangosfront" ] = "cliff_pri_2tangosfront";
//Get over here.
level.scr_radio[ "cliff_pri_getoverhere" ] = "cliff_pri_getoverhere";
level.scr_sound[ "price" ][ "cliff_pri_getoverhere" ] = "cliff_pri_getoverhere";
//BMP DANGER ----
//That BMP<4D>s got thermal sights <20> get the hell out of there!
level.scr_radio[ "cliff_pri_getoutofthere" ] = "cliff_pri_getoutofthere";
//Nice work.
level.scr_radio[ "cliff_pri_nicework" ] = "cliff_pri_nicework";
//PRICE SNIPES ****
//I'll take this one.
level.scr_radio[ "cliff_pri_takethisone" ] = "cliff_pri_takethisone";
//He's mine.
level.scr_radio[ "cliff_pri_hesmine" ] = "cliff_pri_hesmine";
//I've got him.
level.scr_radio[ "cliff_pri_ivegothim" ] = "cliff_pri_ivegothim";
//This one is mine.
level.scr_radio[ "cliff_pri_onesmine" ] = "cliff_pri_onesmine";
//I'll take him.
level.scr_radio[ "cliff_pri_illtakehim" ] = "cliff_pri_illtakehim";
//PLAYER LATE TO HANGER ****
//Took the scenic route eh?
level.scr_radio[ "cliff_pri_scenicroute" ] = "cliff_pri_scenicroute";
//TRUCK STOPPED ****
//Heads up, the truck just stopped.
level.scr_radio[ "cliff_pri_headsup" ] = "cliff_pri_headsup";
//Four tangos just got out and are looking around.
level.scr_radio[ "cliff_pri_lookingaround" ] = "cliff_pri_lookingaround";
//STEALTH BROKEN ****
//Take cover! They're on to you!
level.scr_radio[ "cliff_pri_takecover" ] = "cliff_pri_takecover";
//You've been spotted take cover!
level.scr_radio[ "cliff_pri_beenspotted" ] = "cliff_pri_beenspotted";
//Get out of there they've found you!
level.scr_radio[ "cliff_pri_foundyou" ] = "cliff_pri_foundyou";
//Heads up! I see tangos coming from multiple directions!
level.scr_radio[ "cliff_pri_multipledirections" ] = "cliff_pri_multipledirections";
//STEALTH FAILURE
//Not very sneaky, Soap.
level.scr_radio[ "cliff_pri_notsneaky" ] = "cliff_pri_notsneaky";
//This is easier when you don't alert them.
level.scr_radio[ "cliff_pri_dontalertthem" ] = "cliff_pri_dontalertthem";
//That was sloppy.
level.scr_radio[ "cliff_pri_sloppy" ] = "cliff_pri_sloppy";
//You alerted them.
level.scr_radio[ "cliff_pri_alertedthem" ] = "cliff_pri_alertedthem";
//There is a reason we brought silencers.
level.scr_radio[ "cliff_pri_silencers" ] = "cliff_pri_silencers";
//////////////////////////in
//PRICE: The truck is coming back.
level.scr_radio[ "cliff_pri_truckcomingback" ] = "cliff_pri_truckcomingback";
//PRICE: The truck is coming.
level.scr_radio[ "cliff_pri_truckiscoming" ] = "cliff_pri_truckiscoming";
//PRICE: They are going back to their positions.
level.scr_radio[ "cliff_pri_theygoingback" ] = "cliff_pri_theygoingback";
//PRICE: You're in the clear, they're returning to their positions.
level.scr_radio[ "cliff_pri_youreclear" ] = "cliff_pri_youreclear";
//PRICE: The rest of them have given up looking for you and are returning to their original positions.
level.scr_radio[ "cliff_pri_resthavegivenup" ] = "cliff_pri_resthavegivenup";
//////////////////////////in
//PRICE: Hide! You've alerted one of the guards.
level.scr_radio[ "cliff_pri_hidealerted" ] = "cliff_pri_hidealerted";
//PRICE: Stay out of sight - you<6F>ve alerted one of them!
level.scr_radio[ "cliff_pri_sightalertedone" ] = "cliff_pri_sightalertedone";
//Keep an eye on your heart beat sensor, good luck.
level.scr_radio[ "cliff_pri_keepeyeonheart" ] = "cliff_pri_keepeyeonheart";
/////////////////////////////////////////
//This is easier when you do some of the work. --
level.scr_sound[ "price" ][ "cliff_pri_somework" ] = "cliff_pri_somework";
//I guess I have to do everything? --
level.scr_sound[ "price" ][ "cliff_pri_doeverything" ] = "cliff_pri_doeverything";
//Never mind. --
level.scr_radio[ "cliff_pri_nevermind" ] = "cliff_pri_nevermind";
//Then again, maybe not. --
level.scr_radio[ "cliff_pri_maybenot" ] = "cliff_pri_maybenot";
//Use the cover of the storm to enter the base. --
level.scr_radio[ "cliff_pri_coverofstorm" ] = "cliff_pri_coverofstorm";
//Head southeast and plant your C4 at the fueling station.
level.scr_radio[ "cliff_pri_yourein_2" ] = "cliff_pri_yourein_2";
//We may need to go to <20>Plan B<> if things go south.
level.scr_radio[ "cliff_pri_yourein_3" ] = "cliff_pri_yourein_3";
//Soap, the fueling station is near the northeast corner of the runway.
level.scr_radio[ "cliff_pri_necorner" ] = "cliff_pri_necorner";
//Soap - search the northeast part of the runway for the fueling station.
level.scr_radio[ "cliff_pri_searchntheast" ] = "cliff_pri_searchntheast";
//That's the fueling station.
level.scr_radio[ "cliff_pri_fuelingstation" ] = "cliff_pri_fuelingstation";
//You found it.
level.scr_radio[ "cliff_pri_foundit" ] = "cliff_pri_foundit";
//I'm headed for the hanger. Get there asap.
level.scr_radio[ "cliff_pri_getthereasap" ] = "cliff_pri_getthereasap";
//Soap I'm waiting behind the hangars at the southwest corner of the runway.
level.scr_radio[ "cliff_pri_behindhangars" ] = "cliff_pri_behindhangars";
//Soap, meet me behind the hangers at the southwest corner of the runway.
level.scr_radio[ "cliff_pri_meetme" ] = "cliff_pri_meetme";
//Brought some friends with you?
level.scr_sound[ "price" ][ "cliff_pri_broughtfriends" ] = "cliff_pri_broughtfriends";
//Soap, go back to the fueling station and plant your C4.
level.scr_radio[ "cliff_pri_goback" ] = "cliff_pri_goback";
//////////////////////////in
// <20> <20>On three.<2E>
level.scr_sound[ "price" ][ "Cliff_pri_onthree" ] = "Cliff_pri_onthree";
// <20> <20>One<6E><65>
level.scr_sound[ "price" ][ "Cliff_pri_one" ] = "Cliff_pri_one";
// <20> <20>Two<77><6F>
level.scr_sound[ "price" ][ "Cliff_pri_two" ] = "Cliff_pri_two";
// <20> <20>Three.<2E>
level.scr_sound[ "price" ][ "Cliff_pri_three" ] = "Cliff_pri_three";
//Target down.
level.scr_radio[ "UK_pri_inform_killfirm_generic_s" ] = "cliff_pri_killfirm";
// Kilo Six-One, the primary exfil point is compromised! We<57>re en route to Bravo using enemy transport! Meet us there! Over!
level.scr_radio[ "cliff_pri_enroute" ] = "cliff_pri_enroute";
// Papa Six, this Kilo Six-One, roger that, we<77>ll see you at Bravo. Out.
level.scr_radio[ "cliff_hp1_seeyouatbravo" ] = "cliff_hp1_seeyouatbravo";
// Papa Six, we<77>re getting close to bingo fuel. What<61>s your status over?
level.scr_radio[ "cliff_hp1_status" ] = "cliff_hp1_status";
// Kilo Six-One, we<77>re taking heavy fire but we<77>re almost there! Standby!
level.scr_radio[ "cliff_pri_almostthere" ] = "cliff_pri_almostthere";
// Papa Six we have you on visual. Get your ass on board! We<57>re running on fumes here!
level.scr_radio[ "cliff_hp1_fumes" ] = "cliff_hp1_fumes";
//Ok they got the ACS, we're outta here!
level.scr_radio[ "cliff_crc_gotacs" ] = "cliff_crc_gotacs";
// Pin the throttle!! Keep going!!
level.scr_radio[ "cliff_pri_pinthrottle" ] = "cliff_pri_pinthrottle";
// There<72>s the chopper! Let<65>s go!
level.scr_radio[ "cliff_pri_thechopper" ] = "cliff_pri_thechopper";
// Watch my back.
level.scr_sound[ "price" ][ "cliff_pri_watchmyback" ] = "cliff_pri_watchmyback";
// Go up stairs and look for the DSM.
level.scr_sound[ "price" ][ "cliff_pri_goupstairs" ] = "cliff_pri_goupstairs";
// Soap, take that snowmobile! Let's get the hell out of here!
level.scr_sound[ "price" ][ "cliff_pri_takesnowmobile" ] = "cliff_pri_takesnowmobile";
// Soap! Get on that snowmobile let's go!
level.scr_sound[ "price" ][ "cliff_pri_snowmobileletsgo" ] = "cliff_pri_snowmobileletsgo";
}