IW4-Dump-Files/maps/oilrig_anim.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_anim;
#include maps\_slowmo_breach;
#include common_scripts\utility;
#include maps\_utility;
#using_animtree( "generic_human" );
main()
{
idle_c4_drone_anims();
friendly_anims();
anims();
dialogue();
rope_anims();
player_anims();
submarine_anims();
blackhawk_anims();
scuba_gear_anims();
scuba_gear_prop_anims();
}
idle_c4_drone_anims()
{
// level.dronedeathanims[ 0 ] = %exposed_death_firing_02;
// level.dronedeathanims[ 1 ] = %exposed_death;
// level.dronedeathanims[ 2 ] = %exposed_death_nerve;
// level.dronedeathanims[ 3 ] = %exposed_death_02;
// level.dronedeathanims[ 4 ] = %exposed_death_falltoknees_02;
// level.dronedeathanims[ 5 ] = %exposed_death_falltoknees;
// level.dronedeathanims[ 6 ] = %exposed_death_nerve;
// level.dronedeathanims[ 7 ] = %exposed_death_02;
// level.dronedeathanims[ 8 ] = %exposed_death;
// level.dronedeathanims[ 9 ] = %exposed_death;
}
friendly_anims()
{
/*-----------------------
HOSTAGES
-------------------------*/
//level.scr_anim[ "generic" ][ "hostage_chair_idle" ][ 0 ] = %hostage_chair_idle;
//level.scr_anim[ "generic" ][ "hostage_chair_idle" ][ 1 ] = %hostage_chair_twitch;
//level.scr_anim[ "generic" ][ "hostage_chair_idle" ][ 2 ] = %hostage_chair_twitch2;
/*-----------------------
UNDERWATER
-------------------------*/
level.scr_anim[ "sdv01_pilot" ][ "sdv_ride_in" ] = %oilrig_sub_A_disembark_1;
level.scr_anim[ "sdv01_copilot" ][ "sdv_ride_in" ] = %oilrig_sub_A_disembark_2;
level.scr_anim[ "sdv01_swimmer1" ][ "sdv_ride_in" ] = %oilrig_sub_A_disembark_4;
level.scr_anim[ "sdv02_pilot" ][ "sdv_ride_in" ] = %oilrig_sub_B_disembark_1;
level.scr_anim[ "sdv02_copilot" ][ "sdv_ride_in" ] = %oilrig_sub_B_disembark_2;
level.scr_anim[ "sdv02_swimmer1" ][ "sdv_ride_in" ] = %oilrig_sub_B_disembark_3;
level.scr_anim[ "sdv02_swimmer2" ][ "sdv_ride_in" ] = %oilrig_sub_B_disembark_4;
/*-----------------------
WATER SURFACE
-------------------------*/
level.scr_anim[ "sdv01_pilot" ][ "surface_idle" ][ 0 ] = %oilrig_sub_A_idle_1;
level.scr_anim[ "sdv01_copilot" ][ "surface_idle" ][ 0 ] = %oilrig_sub_A_idle_2;
level.scr_anim[ "sdv01_swimmer1" ][ "surface_idle" ][ 0 ] = %oilrig_sub_A_idle_4;
level.scr_anim[ "sdv02_pilot" ][ "surface_idle" ][ 0 ] = %oilrig_sub_B_idle_1; //friendly waiting to stealth kill
level.scr_anim[ "sdv02_copilot" ][ "surface_idle" ][ 0 ] = %oilrig_sub_B_idle_2;
level.scr_anim[ "sdv02_swimmer1" ][ "surface_idle" ][ 0 ] = %oilrig_sub_B_idle_3;
level.scr_anim[ "sdv02_swimmer2" ][ "surface_idle" ][ 0 ] = %oilrig_sub_B_idle_4;
/*-----------------------
STEALTH KILL
-------------------------*/
level.scr_anim[ "hostile_stealthkill_player" ][ "grate_idle" ][ 0 ] = %oilrig_underwater_guard_2_idle;
level.scr_anim[ "hostile_stealthkill_friendly" ][ "grate_idle" ][ 0 ] = %oilrig_underwater_guard_1_idle;
level.scr_anim[ "hostile_stealthkill_player" ][ "stealth_kill" ] = %oilrig_underwater_guard_2_death;
level.scr_anim[ "hostile_stealthkill_friendly" ][ "stealth_kill" ] = %oilrig_underwater_guard_1_death;
level.scr_anim[ "sdv02_pilot" ][ "stealth_kill" ] = %oilrig_underwater_kill_1;
addNotetrack_customFunction( "hostile_stealthkill_player", "blood", maps\oilrig_fx::underwater_bleedout );
addNotetrack_customFunction( "hostile_stealthkill_player", "splash", maps\oilrig_fx::underwater_struggle );
addNotetrack_customFunction( "hostile_stealthkill_friendly", "blood", maps\oilrig_fx::underwater_bleedout );
/*-----------------------
HELP OUT OF WATER
-------------------------*/
level.scr_anim[ "water_helper_01" ][ "surface_helpout" ] = %oilrig_helpout_1;
level.scr_anim[ "water_helper_02" ][ "surface_helpout" ] = %oilrig_helpout_2;
/*-----------------------
HOSTAGE EVAC ANIMS
-------------------------*/
level.scr_anim[ "manhandle_soldier_walk" ][ "prisoner_manhandle_walk" ] = %prisoner_pickup2walk_soldier;
level.scr_anim[ "manhandle_prisoner_walk" ][ "prisoner_manhandle_walk" ] = %prisoner_pickup2walk_prisoner;
level.scr_anim[ "manhandle_soldier_run" ][ "prisoner_manhandle_run" ] = %prisoner_pickup2run_soldier;
level.scr_anim[ "manhandle_prisoner_run" ][ "prisoner_manhandle_run" ] = %prisoner_pickup2run_prisoner;
/*-----------------------
CQB
-------------------------*/
level.scr_anim[ "generic" ][ "stand_exposed_wave_move_up" ] = %stand_exposed_wave_move_up;
/*-----------------------
C4 PLANT
-------------------------*/
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_death" ] = %execution_slamwall_hostage_death;
level.scr_anim[ "generic" ][ "run_death_roll" ] = %run_death_roll;
level.scr_anim[ "generic" ][ "C4_plant_start" ] = %explosive_plant_knee;
level.scr_anim[ "generic" ][ "C4_plant" ] = %explosive_plant_knee;
/*-----------------------
C4 PLANT
-------------------------*/
level.scr_anim[ "generic" ][ "railing_execute_reach" ] = %covercrouch_aim5;
level.scr_anim[ "generic" ][ "railing_execute_idle" ][ 0 ] = %covercrouch_aim5;
level.scr_anim[ "generic" ][ "railing_execute_shoot" ] = %covercrouch_aim5;
}
anims()
{
maps\_props::add_smoking_notetracks( "generic" );
level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "generic" ][ "bored_idle_reach" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "bored_idle" ][ 0 ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "bored_idle" ][ 1 ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "bored_idle" ][ 2 ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "bored_alert" ] = %exposed_idle_twitch_v4;// %patrol_bored_2_combat_alarm;
level.scr_anim[ "generic" ][ "bored_cell_loop" ][ 0 ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "oilrig_balcony_smoke_idle" ][ 0 ] = %oilrig_balcony_smoke_idle;
level.scr_anim[ "generic" ][ "railing_death" ] = %oilrig_balcony_death;
addNotetrack_customFunction( "generic", "detach cig", maps\_props::detach_cig );
//addNotetrack_customFunction( "generic", "flick", maps\oilrig::XXX );
level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "generic" ][ "pronehide_idle" ][ 0 ] = %hunted_pronehide_idle_v1;
level.scr_anim[ "generic" ][ "pronehide_idle_frame" ] = %hunted_pronehide_idle_v1;
level.scr_anim[ "generic" ][ "prone_2_run_roll" ] = %hunted_pronehide_2_stand_v1;
level.scr_anim[ "generic" ][ "fastrope_fall" ] = %fastrope_fall;
level.scr_anim[ "generic" ][ "oilrig_rappel_over_rail_R" ] = %oilrig_rappel_over_rail_R;
level.scr_anim[ "generic" ][ "oilrig_rappel_2_crouch" ] = %oilrig_rappel_2_crouch;
addNotetrack_customFunction( "generic", "over_solid", maps\oilrig::ai_rappel_over_ground_death_anim, "oilrig_rappel_over_rail_R" );
addNotetrack_customFunction( "generic", "over_solid", maps\oilrig::ai_rappel_over_ground_death_anim, "oilrig_rappel_2_crouch" );
addNotetrack_customFunction( "generic", "feet_on_ground", maps\oilrig::ai_rappel_reset_death_anim, "oilrig_rappel_over_rail_R" );
addNotetrack_customFunction( "generic", "feet_on_ground", maps\oilrig::ai_rappel_reset_death_anim, "oilrig_rappel_2_crouch" );
/*-----------------------
PATROL
-------------------------*/
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "patrol_jog_turn180" ] = %patrol_jog_360;
level.scr_anim[ "generic" ][ "stealth_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "stealth_walk" ] = %patrol_bored_patrolwalk;
// _slowmo_breach anims
level.scr_anim[ "generic" ][ "breach_react_desk_v1" ] = %breach_react_desk_v1;
level.scr_anim[ "generic" ][ "breach_chair_reaction_v1" ] = %breach_chair_reaction_v1;
level.scr_anim[ "generic" ][ "execution_shield_soldier" ] = %execution_shield_soldier;
level.scr_anim[ "generic" ][ "execution_onknees_soldier" ] = %execution_onknees_soldier;
level.scr_anim[ "generic" ][ "patrol_bored_react_walkstop" ] = %patrol_bored_react_walkstop;
level.scr_anim[ "generic" ][ "breach_react_blowback_v1" ] = %breach_react_blowback_v1;
level.scr_anim[ "generic" ][ "breach_react_push_guy1" ] = %breach_react_push_guy1;
level.scr_anim[ "generic" ][ "breach_react_push_guy2" ] = %breach_react_push_guy2;
level.scr_anim[ "generic" ][ "breach_react_desk_v4" ] = %breach_react_desk_v4;
level.scr_anim[ "generic" ][ "execution_onknees2_soldier" ] = %execution_onknees2_soldier;
level.scr_anim[ "generic" ][ "execution_slamwall_soldier" ] = %execution_slamwall_soldier;
level.scr_anim[ "generic" ][ "execution_knife_soldier" ] = %execution_knife_soldier;
level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy2" ] = %breach_react_guntoss_v2_guy2;
level.scr_anim[ "generic" ][ "breach_react_knife_charge" ] = %breach_react_knife_charge;
level.scr_anim[ "generic" ][ "breach_react_knife_charge_death" ] = %death_shotgun_back_v1;
level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy1" ] = %breach_react_guntoss_v2_guy1;
level.scr_anim[ "generic" ][ "breach_react_desk_v7" ] = %breach_react_desk_v7;
level.scr_anim[ "generic" ][ "hostage_stand_fall" ] = %hostage_stand_fall;
level.scr_anim[ "generic" ][ "hostage_stand_fall_idle" ][ 0 ] = %hostage_knees_idle;
level.scr_anim[ "generic" ][ "hostage_stand_fall_idle" ][ 1 ] = %hostage_knees_twitch;
level.scr_anim[ "generic" ][ "hostage_stand_fall_manhandled" ] = %takedown_room1A_hostageA;
level.scr_anim[ "generic" ][ "hostage_stand_fall_manhandled_idle" ][ 0 ] = %takedown_room1A_hostageA_idle;
level.scr_anim[ "generic" ][ "hostage_stand_fall_manhandledV2" ] = %takedown_room1B_hostage;
level.scr_anim[ "generic" ][ "hostage_stand_fall_manhandled_idleV2" ][ 0 ] = %takedown_room1B_hostage_idle;
level.scr_anim[ "generic" ][ "execution_shield_hostage" ] = %execution_shield_hostage;
level.scr_anim[ "generic" ][ "execution_shield_hostage_death" ] = %execution_shield_hostage_death;
level.scr_anim[ "generic" ][ "execution_shield_hostage_survives" ] = %execution_shield_hostage_survives;
level.scr_anim[ "generic" ][ "execution_shield_hostage_idle" ][ 0 ] = %hostage_knees_idle;
level.scr_anim[ "generic" ][ "execution_onknees_hostage" ] = %execution_onknees_hostage;
level.scr_anim[ "generic" ][ "execution_onknees_hostage_death" ] = %execution_onknees_hostage_death;
level.scr_anim[ "generic" ][ "execution_onknees_hostage_idle" ][ 0 ] = %execution_onknees_hostage_survives;
level.scr_anim[ "generic" ][ "execution_onknees_hostage_manhandled_guarded" ] = %takedown_room1A_hostageB;
level.scr_anim[ "generic" ][ "execution_onknees_hostage_manhandled_guarded_idle" ][ 0 ] = %takedown_room1A_hostageB_idle;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage" ] = %execution_onknees2_hostage;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_survives" ] = %execution_onknees2_hostage_survives;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_death" ] = %execution_onknees2_hostage_death;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded" ] = %takedown_room2B_hostageB;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_idle" ][ 0 ] = %takedown_room2B_hostageB_idle;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_manhandled_guardedV2" ] = %takedown_room2A_hostageB;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_idleV2" ][ 0 ] = %takedown_room2A_hostageB_end_idle;
level.scr_anim[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_prepare_idleV2" ][ 0 ] = %takedown_room2A_hostageB_start_idle;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage" ] = %execution_slamwall_hostage;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_death" ] = %execution_slamwall_hostage_death;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_idle" ][ 0 ] = %hostage_stand_idle;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_manhandled" ] = %takedown_room2A_hostageA;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_manhandled_idle" ][ 0 ] = %takedown_room2A_hostageA_end_idle;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_manhandled_prepare_idle" ][ 0 ] = %takedown_room2A_hostageA_hide_idle;
level.scr_anim[ "generic" ][ "execution_slamwall_hostage_manhandled_prepare" ] = %takedown_room2A_hostageA_flee;
level.scr_anim[ "generic" ][ "execution_knife_hostage" ] = %execution_knife_hostage;
level.scr_anim[ "generic" ][ "execution_knife_hostage_death" ] = %execution_knife_hostage_death;
level.scr_anim[ "generic" ][ "execution_knife_hostage_idle" ][ 0 ] = %hostage_knees_idle;
level.scr_anim[ "generic" ][ "execution_knife_hostage_manhandled" ] = %takedown_room2B_hostageA;
level.scr_anim[ "generic" ][ "execution_knife_hostage_manhandled_idle" ][ 0 ] = %takedown_room2B_hostageA_idle;
level.scr_anim[ "generic" ][ "hostage_chair_twitch" ] = %hostage_chair_twitch;
level.scr_anim[ "generic" ][ "hostage_chair_twitch_idle" ][ 0 ] = %hostage_chair_idle;
level.scr_anim[ "generic" ][ "hostage_chair_twitch2" ] = %hostage_chair_twitch2;
level.scr_anim[ "generic" ][ "hostage_chair_twitch2_idle" ][ 0 ] = %hostage_chair_idle;
level.scr_anim[ "generic" ][ "exposed_idle_reactA" ] = %exposed_idle_reactA;
level.scr_anim[ "generic" ][ "hostage_stand_react_front" ] = %hostage_stand_react_front;
level.scr_anim[ "generic" ][ "hostage_stand_react_front_idle" ][ 0 ] = %hostage_stand_idle;
level.scr_anim[ "generic" ][ "hostage_stand_react_front_manhandled" ] = %takedown_room1Alt_hostage;
level.scr_anim[ "generic" ][ "hostage_stand_react_front_manhandled_idle" ][ 0 ] = %takedown_room1Alt_hostage_idle;
level.scr_anim[ "generic" ][ "takedown_room1B_soldier" ] = %takedown_room1B_soldier;
level.scr_anim[ "generic" ][ "takedown_room1B_soldier_idle" ][ 0 ] = %takedown_room1B_soldier_idle;
level.scr_anim[ "generic" ][ "takedown_room1A_soldier" ] = %takedown_room1A_soldier;
level.scr_anim[ "generic" ][ "takedown_room1A_soldier_idle" ][ 0 ] = %takedown_room1A_soldier_idle;
level.scr_anim[ "generic" ][ "takedown_room2A_soldier" ] = %takedown_room2A_soldier;
level.scr_anim[ "generic" ][ "takedown_room2A_soldier_idle" ][ 0 ] = %takedown_room2A_soldier_end_idle;
level.scr_anim[ "generic" ][ "takedown_room2B_soldier" ] = %takedown_room2B_soldier;
level.scr_anim[ "generic" ][ "takedown_room2B_soldier_idle" ][ 0 ] = %takedown_room2B_soldier_idle;
level.scr_anim[ "generic" ][ "takedown_room1Alt_soldier" ] = %takedown_room1Alt_soldier;
level.scr_anim[ "generic" ][ "takedown_room1Alt_soldier_idle" ][ 0 ] = %takedown_room1Alt_soldier_idle;
}
dialogue()
{
/*-----------------------
TO ADD
-------------------------*/
//Command The sooner we get the hostages, the sooner we can send reinforcements to take care of the SAM sites, over." oilrig_sbc_sooner Friendly breaching dialogue (all radio headset)
//level.scr_radio[ "oilrig_sbc_sooner" ] = "oilrig_sbc_sooner";
/*-----------------------
UNDERWATER SEQUENCE
-------------------------*/
//"Sub Command: USS Indiana actual to drydock shelter. We have a go."
level.scr_radio[ "oilrig_sbc_drydock" ] = "oilrig_sbc_drydock";
//"Sub Officer: Flooding DDS hangar."
//level.scr_radio[ "oilrig_sbo_flooding" ] = "oilrig_sbo_flooding";
//"Sub Officer: DDS hangar flooded. Full pressure."
level.scr_radio[ "oilrig_sbo_fullpressure" ] = "oilrig_sbo_fullpressure";
//"Sub Command: Begin deployment."
level.scr_radio[ "oilrig_sbc_deployment" ] = "oilrig_sbc_deployment";
//"Sub Officer: Opening DDS hatch, vehicle is in position."
//level.scr_radio[ "oilrig_sbo_vehicleposition" ] = "oilrig_sbo_vehicleposition";
//"Sub Officer: Team one SDV is away."
level.scr_radio[ "oilrig_sbo_tm1away" ] = "oilrig_sbo_tm1away";
//"Sub Command: Team two SDV en route to objective."
//level.scr_radio[ "oilrig_sbc_enroute" ] = "oilrig_sbc_enroute";
//"Sub Command: USS Dallas deploying team two. RV at the objective."
level.scr_radio[ "oilrig_sbc_ussdallas" ] = "oilrig_sbc_ussdallas";
//"Sub Command: USS Indiana proceeding to overlook. Good luck."
//level.scr_radio[ "oilrig_sbc_overlook" ] = "oilrig_sbc_overlook";
//"Sub Command: Team two at the objective."
level.scr_radio[ "oilrig_sbc_tm2objective" ] = "oilrig_sbc_tm2objective";
//"Sub Command: Team one has reached the objective."
//level.scr_radio[ "oilrig_sbc_tm1objective" ] = "oilrig_sbc_tm1objective";
//"Sub Officer: Team one in position."
//level.scr_radio[ "oilrig_sbo_tm1position" ] = "oilrig_sbo_tm1position";
//"Sub Officer: Team signals A-OK."
//level.scr_radio[ "oilrig_sbo_teamsignals" ] = "oilrig_sbo_teamsignals";
//"Sub Officer: Roger that."
//level.scr_radio[ "oilrig_sbo_rogerthat" ] = "oilrig_sbo_rogerthat";
//"Sub Officer: Hotel-Six bearing zero-one-niner."
level.scr_radio[ "oilrig_sbo_zerooneniner" ] = "oilrig_sbo_zerooneniner";
//"Sub Officer: Hotel-Six depth 26 meters."
level.scr_radio[ "oilrig_sbo_depth26" ] = "oilrig_sbo_depth26";
//"Sub Officer: SDV approaching objective. 10 knots."
//level.scr_radio[ "oilrig_sbo_approaching" ] = "oilrig_sbo_approaching";
//"Sub Officer: Bearing zero-one-niner, 11 knots."
//level.scr_radio[ "oilrig_sbo_11knots" ] = "oilrig_sbo_11knots";
//"Sub Officer: Hotel-Six depth 20 meters."
level.scr_radio[ "oilrig_sbo_depth20" ] = "oilrig_sbo_depth20";
//"Sub Officer: Depth 10 meters."
//level.scr_radio[ "oilrig_sbo_depth10" ] = "oilrig_sbo_depth10";
/*-----------------------
INTRO GERMAN CONVERSATION
-------------------------*/
//ENEMY COMMAND (German radio): Team one patroling the perimeter. We've got two on the lower deck.
//level.scr_sound[ "oilrig_enc_lowerdeck" ] = "oilrig_enc_lowerdeck";
//ENEMY COMMAND (German radio): Switch patrols at 08:00. Teams three, five and seven will return to the crew quarters on deck 3.
//level.scr_sound[ "oilrig_enc_switchpatrols" ] = "oilrig_enc_switchpatrols";
//level.scr_sound[ "hostile_stealthkill_friendly" ][ "cliff_pri_pubcrawl" ] = "cliff_pri_pubcrawl";
//MERC 1 (in German): Those unfiltered pieces of shit will kill you.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_killyou" ] = "oilrig_mrc1_killyou";
//MERC 1 (in German): Alright, give me one.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_givemeone" ] = "oilrig_mrc1_givemeone";
//MERC 2 (in German): Fuck off.
level.scr_sound[ "hostile_stealthkill_player" ][ "oilrig_mrc2_foff" ] = "oilrig_mrc2_foff";
//MERC 1 (in German): This sea air makes me sick. Prefered the last job. Private security in a limo all day.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_limoallday" ] = "oilrig_mrc1_limoallday";
//MERC 2 (in German): You complain too much.
level.scr_sound[ "hostile_stealthkill_player" ][ "oilrig_mrc2_complain" ] = "oilrig_mrc2_complain";
//MERC 1 (in German): yeah, well, not as much as the Italians. Who hired those lazy fucks anyways? Did you see that one guy the other day? Didn't even know how to clean his gun.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_theitalians" ] = "oilrig_mrc1_theitalians";
//MERC 1 (in German): Yeah, too much spent on gear but no clue how to use it.
level.scr_sound[ "hostile_stealthkill_player" ][ "oilrig_mrc2_noclue" ] = "oilrig_mrc2_noclue";
//You know what they call a cheesburger in Russian?
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_cheeseburger" ] = "oilrig_mrc1_cheeseburger";
//You've got to be kidding me. You think this is a Tarantino movie or something?
level.scr_sound[ "hostile_stealthkill_player" ][ "oilrig_mrc2_tarantino" ] = "oilrig_mrc2_tarantino";
//(laughs) Alright, well at least the Russians pay well. I was hesitant to take the job till I saw the bottom line. I don't know where their financing comes from, but I don't really care either. Still...they're pretty damn secretive.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_paywell" ] = "oilrig_mrc1_paywell";
//As long as I get paid, I could care less. They can be as secretive as they like. It's none of my business what their politics are.
level.scr_sound[ "hostile_stealthkill_player" ][ "oilrig_mrc2_careless" ] = "oilrig_mrc2_careless";
//(YAWNS) How much longer until the patrol changes. I've gotta take a piss.
level.scr_sound[ "hostile_stealthkill_friendly" ][ "oilrig_mrc1_patrolchange" ] = "oilrig_mrc1_patrolchange";
//***Merc 1 The Americans have a new kind of scanning device that detects movement. It attaches to their rifles. russian - Not in combat, deadpan.
level.scr_radio[ "oilrig_mrc3_cheeseburger" ] = "oilrig_mrc3_cheeseburger";
//***Merc 2 Hmph. Americans and their toys. You can't replace training and fighting spirit with mere gadgets. The new Russian President thinks the same way as the Americans. It's disgraceful. russian - Conversational, calm, unsuspecting
level.scr_radio[ "oilrig_mrc2_tarantino" ] = "oilrig_mrc2_tarantino";
//***Merc 1 Agreed. But it is still a cause for concern. Makarov is offering a bounty for the capture of one of these devices.
level.scr_radio[ "oilrig_mrc1_paywell" ] = "oilrig_mrc1_paywell";
//***Merc 2 If such a device exists, then we're going to be cannon fodder - they'll kill us before we even realize what's happening.
level.scr_radio[ "oilrig_mrc2_careless" ] = "oilrig_mrc2_careless";
//***Merc 1 True, but the metal in this structure supposedly causes interference for this motion detector, which gives us some chance to fight back
level.scr_radio[ "oilrig_mrc1_patrolchange" ] = "oilrig_mrc1_patrolchange";
/*-----------------------
INTRO STEALTH KILL DIALOGUE
-------------------------*/
//In position. Let's take them out together. On your go.
level.scr_radio[ "oilrig_nsl_outtogether_00" ] = "oilrig_nsl_outtogether";
//We'll take them out at the same time...on your go.
level.scr_radio[ "oilrig_nsl_outtogether_01" ] = "oilrig_nsl_sametime";
//We'll take them both out...on your go.
level.scr_radio[ "oilrig_nsl_outtogether_02" ] = "oilrig_nsl_bothout";
//In position...on your go.
level.scr_radio[ "oilrig_nsl_outtogether_03" ] = "oilrig_nsl_inposition";
/*-----------------------
INTRO STEALTH KILL FINISHED DIALOGUE
-------------------------*/
//SEAL LEADER (radio): Two hostiles down in section 1-alpha. Moving up to section 2.
level.scr_radio[ "oilrig_nsl_sect1alpha" ] = "oilrig_nsl_sect1alpha";
//"Sub Command: Roger that, Hotel Six."
//radio_dialogue( "oilrig_sbc_rogerhtlsix" );
level.scr_radio[ "oilrig_sbc_rogerhtlsix" ] = "oilrig_sbc_rogerhtlsix";
//"Navy Seal 1: Got a visual by the railing."
level.scr_radio[ "oilrig_ns1_visbyrailing" ] = "oilrig_ns1_visbyrailing";
//SEAL LEADER (radio): Free to engage. Suppressed weapons only.
level.scr_radio[ "oilrig_nsl_suppweapons" ] = "oilrig_nsl_suppweapons";
/*-----------------------
UP THE STAIRS AMPED UP
-------------------------*/
//Cpt. MacTavish Ready weapons.
level.scr_radio[ "oilrig_nsl_readyweapons" ] = "oilrig_nsl_readyweapons";
//Cpt. MacTavish Move up. stealthy, commanding
level.scr_radio[ "oilrig_nsl_moveup2" ] = "oilrig_nsl_moveup2";
//Cpt. MacTavish Keep it tight people. stealthy, commanding
level.scr_radio[ "oilrig_nsl_keepittight" ] = "oilrig_nsl_keepittight";
//Cpt. MacTavish Eyes open. Watch your sectors. stealthy, commanding
level.scr_radio[ "oilrig_nsl_eyesopen" ] = "oilrig_nsl_eyesopen";
//Cpt. MacTavish Get ready. stealthy, commanding
level.scr_radio[ "oilrig_nsl_getready" ] = "oilrig_nsl_getready";
/*-----------------------
BREACHING DIALOGUE
-------------------------*/
//"Sub Command: Civilian hostages hostages at your position, watch your fire."
//radio_dialogue( "oilrig_sbc_civilhostages" );
level.scr_radio[ "oilrig_sbc_civilhostages" ] = "oilrig_sbc_civilhostages";
//SEAL COMMANDER (radio): Roger that. Team one moving to breach.
//radio_dialogue( "oilrig_nsl_tm1tobreach" );
level.scr_radio[ "oilrig_nsl_tm1tobreach" ] = "oilrig_nsl_tm1tobreach";
//SEAL COMMANDER (radio): Get a frame charge on the door. We'll hit the room from both sides.
//radio_dialogue( "oilrig_nsl_framecharge" );
level.scr_radio[ "oilrig_nsl_framecharge" ] = "oilrig_nsl_framecharge";
//"Seal Leader: Get a charge on the door. We'll breach from both sides."
//radio_dialogue( "oilrig_nsl_chargeondoor" );
level.scr_radio[ "oilrig_nsl_chargeondoor" ] = "oilrig_nsl_chargeondoor";
//"Seal Leader: Blow the doors. We'll hit them from both sides."
//radio_dialogue( "oilrig_nsl_blowdoors" );
level.scr_radio[ "oilrig_nsl_blowdoors" ] = "oilrig_nsl_blowdoors";
//"Seal Leader: Get into position."
level.scr_radio[ "oilrig_nsl_intopostion" ] = "oilrig_nsl_intopostion";
//SEAL COMMANDER (radio): Get a frame charge on the door. We'll hit the room from both sides.
//radio_dialogue( "oilrig_nsl_framecharge" );
level.scr_radio[ "breach_nag_00" ] = "oilrig_nsl_framecharge";
//"Seal Leader: Get a charge on the door. We'll breach from both sides."
//radio_dialogue( "oilrig_nsl_chargeondoor" );
level.scr_radio[ "breach_nag_01" ] = "oilrig_nsl_chargeondoor";
//"Seal Leader: Blow the doors. We'll hit them from both sides."
//radio_dialogue( "oilrig_nsl_blowdoors" );
level.scr_radio[ "breach_nag_02" ] = "oilrig_nsl_blowdoors";
//"Seal Leader: Get into position."
level.scr_radio[ "breach_nag_03" ] = "oilrig_nsl_intopostion";
//"Navy Seal 1: In position."
//radio_dialogue( "oilrig_ns1_inposition" );
level.scr_radio[ "oilrig_ns1_inposition" ] = "oilrig_ns1_inposition";
//"Navy Seal 2: In position."
//radio_dialogue( "oilrig_ns2_inposition" );
level.scr_radio[ "oilrig_ns2_inposition" ] = "oilrig_ns2_inposition";
//"Navy Seal 1: Ready to breach."
//radio_dialogue( "oilrig_ns1_readybreach" );
level.scr_radio[ "oilrig_ns1_readybreach" ] = "oilrig_ns1_readybreach";
//"Navy Seal 2: Ready to breach."
//radio_dialogue( "oilrig_ns2_readybreach" );
level.scr_radio[ "oilrig_ns2_readybreach" ] = "oilrig_ns2_readybreach";
//"Navy Seal 1: In position to breach."
//radio_dialogue( "oilrig_ns1_inposbreach" );
level.scr_radio[ "oilrig_ns1_inposbreach" ] = "oilrig_ns1_inposbreach";
//"Navy Seal 2: In position to breach."
//radio_dialogue( "oilrig_ns2_inposbreach" );
level.scr_radio[ "oilrig_ns2_inposbreach" ] = "oilrig_ns2_inposbreach";
//"Navy Seal 1: Breaching."
//radio_dialogue( "oilrig_ns1_breaching" );
level.scr_radio[ "oilrig_ns1_breaching" ] = "oilrig_ns1_breaching";
//"Navy Seal 2: Breaching."
//radio_dialogue( "oilrig_ns2_breaching" );
level.scr_radio[ "oilrig_ns2_breaching" ] = "oilrig_ns2_breaching";
//"Navy Seal 1: Planting charge."
//radio_dialogue( "oilrig_ns1_plantingcharge" );
level.scr_radio[ "oilrig_ns1_plantingcharge" ] = "oilrig_ns1_plantingcharge";
//SEAL 2 (radio): planting charge
//radio_dialogue( "oilrig_ns2_plantingcharge" );
level.scr_radio[ "oilrig_ns2_plantingcharge" ] = "oilrig_ns2_plantingcharge";
//SEAL 1 (radio): planting frame charge
//radio_dialogue( "oilrig_ns1_plantfrmcharge" );
level.scr_radio[ "oilrig_ns1_plantfrmcharge" ] = "oilrig_ns1_plantfrmcharge";
//SEAL 2 (radio): planting frame charge
//radio_dialogue( "oilrig_ns2_plantfrmcharge" );
level.scr_radio[ "oilrig_ns2_plantfrmcharge" ] = "oilrig_ns2_plantfrmcharge";
//"Navy Seal 1: Watch your field of fire."
//radio_dialogue( "oilrig_ns1_watchfieldfire" );
level.scr_radio[ "oilrig_ns1_watchfieldfire" ] = "oilrig_ns1_watchfieldfire";
//"Navy Seal 2: Check your targets. We've got civilians here."
//radio_dialogue( "oilrig_ns2_checktargets" );
level.scr_radio[ "oilrig_ns2_checktargets" ] = "oilrig_ns2_checktargets";
//"Navy Seal 1: On my mark...go!"
//radio_dialogue( "oilrig_ns1_onmarkgo" );
level.scr_radio[ "oilrig_ns1_onmarkgo" ] = "oilrig_ns1_onmarkgo";
//"Navy Seal 1: On my mark..."
//radio_dialogue( "oilrig_ns1_onmymark" );
level.scr_radio[ "oilrig_ns1_onmymark" ] = "oilrig_ns1_onmymark";
//"Navy Seal 1: Go!"
//radio_dialogue( "oilrig_ns1_go" );
level.scr_radio[ "oilrig_ns1_go" ] = "oilrig_ns1_go";
//"Navy Seal 2: On my mark...go!"
//radio_dialogue( "oilrig_ns2_onmarkgo" );
level.scr_radio[ "oilrig_ns2_onmarkgo" ] = "oilrig_ns2_onmarkgo";
//"Navy Seal 2: On my mark..."
//radio_dialogue( "oilrig_ns2_onmymark" );
level.scr_radio[ "oilrig_ns2_onmymark" ] = "oilrig_ns2_onmymark";
//"Navy Seal 2: Go!"
//radio_dialogue( "oilrig_ns2_go" );
level.scr_radio[ "oilrig_ns2_go" ] = "oilrig_ns2_go";
//"Navy Seal 1: Breaching. Watch your fire."
//radio_dialogue( "oilrig_ns1_breachwatchfire" );
level.scr_radio[ "oilrig_ns1_breachwatchfire" ] = "oilrig_ns1_breachwatchfire";
//"Navy Seal 2: Breaching. Check your targets."
//radio_dialogue( "oilrig_ns2_breachchecktarg" );
level.scr_radio[ "oilrig_ns2_breachchecktarg" ] = "oilrig_ns2_breachchecktarg";
//"Ghost: We're clear."
//radio_dialogue( "oilrig_ns1_wereclear" );
level.scr_radio[ "oilrig_roomclear_ghost_00" ] = "oilrig_ns1_wereclear";
//"Ghost: Room clear."
//radio_dialogue( "oilrig_ns1_roomclear" );
level.scr_radio[ "oilrig_roomclear_ghost_01" ] = "oilrig_ns1_roomclear";
//"Ghost: Clear."
//radio_dialogue( "oilrig_ns1_clear" );
level.scr_radio[ "oilrig_roomclear_ghost_02" ] = "oilrig_ns1_clear";
//"Ghost: We're clear."
//radio_dialogue( "oilrig_ns2_wereclear" );
level.scr_radio[ "oilrig_roomclear_ghost_03" ] = "oilrig_ns2_wereclear";
//"Ghost: Room clear."
//radio_dialogue( "oilrig_ns2_roomclear" );
level.scr_radio[ "oilrig_roomclear_ghost_04" ] = "oilrig_ns2_roomclear";
//"Ghost: Clear."
level.scr_radio[ "oilrig_roomclear_ghost_05" ] = "oilrig_ns2_clear";
//MacTavish 6 31 We're clear.
level.scr_radio[ "oilrig_nsl_wereclear" ] = "oilrig_nsl_wereclear";
//MacTavish 6 32 Room clear.
level.scr_radio[ "oilrig_nsl_roomclear" ] = "oilrig_nsl_roomclear";
//MacTavish 6 33 Clear.
level.scr_radio[ "oilrig_nsl_clear" ] = "oilrig_nsl_clear";
//"Seal Leader: Precious cargo secured in section 2-echo."
//radio_dialogue( "oilrig_nsl_preciouscargo" );
level.scr_radio[ "oilrig_hostsec_00" ] = "oilrig_nsl_preciouscargo";
//"Seal Leader: Hostages secure in section 2-echo."
//radio_dialogue( "oilrig_nsl_hostsec" );
level.scr_radio[ "oilrig_hostsec_01" ] = "oilrig_nsl_hostsec";
//"Seal Leader: Packages secured in section 2-echo."
//radio_dialogue( "oilrig_nsl_packsec" );
//level.scr_radio[ "oilrig_hostsec_02" ] = "oilrig_nsl_packsec";
//"Sub Command: Roger that Hotel Six, Team 2 will secure and evac, continue your search topside."
//radio_dialogue( "oilrig_sbc_secandevac" );
level.scr_radio[ "oilrig_sbc_secandevac" ] = "oilrig_sbc_secandevac";
//HOSTAGE 1: Thank God you're here. They won't tell us what they want. Speak about 5 different languages between them.
level.scr_sound[ "generic" ][ "oilrig_hst1_5lang" ] = "oilrig_hst1_5lang";
level.scr_sound[ "generic" ][ "oilrig_hst1_5lang2" ] = "oilrig_hst1_5lang2";
/*-----------------------
NAGS TO MOVE FROM BREACH 1 TO 2
-------------------------*/
//***Cpt. MacTavish All teams move out.
//level.scr_radio[ "oilrig_deck2_movenag_00" ] = "oilrig_nsl_allteamsmove";
//***Cpt. MacTavish Let's go. We're oscar mike - moving to deck 2.
//level.scr_radio[ "oilrig_deck2_movenag_00" ] = "oilrig_nsl_oscarmdeck2";
//***Cpt. MacTavish Ok, move upstairs. Control - we're advancing to deck two. stealthy, commanding
level.scr_radio[ "oilrig_deck2_movenag_start" ] = "oilrig_nsl_moveupstairs";
//***Cpt. MacTavish Move up to deck 2 and watch your sectors.
level.scr_radio[ "oilrig_deck2_movenag_00" ] = "oilrig_nsl_watchsectors";
//***Cpt. MacTavish Moving to deck two. stealthy, commanding
level.scr_radio[ "oilrig_deck2_movenag_01" ] = "oilrig_nsl_deck2";
//***Cpt. MacTavish Let's move - we've got more hostages on the upper decks. stealthy, commanding
level.scr_radio[ "oilrig_deck2_movenag_02" ] = "oilrig_nsl_letsmove";
/*-----------------------
MANHANDLER NAGS TO MOVE FROM BREACH 1 TO 2
-------------------------*/
//***Robot Get topside, we got this area covered.
//level.scr_radio[ "room1_manhandler_nag_01" ] = "oilrig_ns2_regrouptopside";
level.scr_radio[ "room1_manhandler_nag_00" ] = "oilrig_ns2_gettopside";
//***Zach We've got these hostages covered. Regroup with the rest of the team topside.
level.scr_radio[ "room1_manhandler_nag_01" ] = "oilrig_ns2_regrouptopside";
//***Zach We got this area covered. Move up to deck 2 with your team.
level.scr_radio[ "room1_manhandler_nag_03" ] = "oilrig_ns2_moveup";
//***Robot 4Roach, get moving topside, this area is secure.
level.scr_radio[ "room1_manhandler_nag_02" ] = "oilrig_ns2_getmoving";
/*-----------------------
MOVING TO OUTER DECKS
-------------------------*/
//"Sub Command: Enemy helo patroling the perimeter. Keep a low profile, Hotel Six."
//radio_dialogue( "oilrig_sbc_lowprofile" );
level.scr_radio[ "oilrig_sbc_lowprofile" ] = "oilrig_sbc_lowprofile";
//"Seal Leader: Roger that."
//radio_dialogue( "oilrig_nsl_rogerthat" );
level.scr_radio[ "oilrig_nsl_rogerthat" ] = "oilrig_nsl_rogerthat";
//"Navy Seal 1: Helo approaching. Get down."
//radio_dialogue( "oilrig_ns1_heloapproach" );
level.scr_radio[ "oilrig_heloapproach_00" ] = "oilrig_ns1_heloapproach";
//"Navy Seal 2: Enemy helo. Get down."
//radio_dialogue( "oilrig_ns2_helogetdown" );
level.scr_radio[ "oilrig_heloapproach_01" ] = "oilrig_ns2_helogetdown";
//"Navy Seal 1: Chopper inbound, keep low."
//radio_dialogue( "oilrig_ns1_chopperinbound" );
level.scr_radio[ "oilrig_heloapproach_02" ] = "oilrig_ns1_chopperinbound";
//"Seal Leader: Enemy helo, get out of sight."
//radio_dialogue( "oilrig_nsl_getouttasight" );
level.scr_radio[ "oilrig_heloapproach_03" ] = "oilrig_nsl_getouttasight";
//"Seal Leader: Ok, move."
//radio_dialogue( "oilrig_nsl_okmove" );
level.scr_radio[ "dialogue_heli_all_clear_00" ] = "oilrig_nsl_okmove";
//"Seal Leader: Move."
//radio_dialogue( "oilrig_nsl_move" );
level.scr_radio[ "dialogue_heli_all_clear_01" ] = "oilrig_nsl_move";
//"Seal Leader: All clear, move up."
//radio_dialogue( "oilrig_nsl_allcealmove" );
level.scr_radio[ "dialogue_heli_all_clear_02" ] = "oilrig_nsl_allclearmove";
//"Seal Leader: We've been spotted."
//radio_dialogue( "oilrig_nsl_beenspotted" );
level.scr_radio[ "dialogue_heli_spotted_00" ] = "oilrig_nsl_beenspotted";
//"Seal Leader: We've been compromised."
//radio_dialogue( "oilrig_nsl_compsomised" );
level.scr_radio[ "dialogue_heli_spotted_01" ] = "oilrig_nsl_compsomised";
//"Seal Leader: We've been detected."
//radio_dialogue( "oilrig_nsl_detected" );
level.scr_radio[ "dialogue_heli_spotted_03" ] = "oilrig_nsl_detected";
/*-----------------------
AMBUSH SEQUENCE
-------------------------*/
//"Sub Command: Hotel Six, The remaining hostages are at your position."
level.scr_radio[ "oilrig_sbc_hostatposition" ] = "oilrig_sbc_hostatposition";
//"Seal Leader: Copy that."
//radio_dialogue( "oilrig_nsl_copythat" );
level.scr_sound[ "soap" ][ "oilrig_nsl_copythat" ] = "oilrig_nsl_copythat";
level.scr_face[ "soap" ][ "oilrig_nsl_copythat" ] = %oilrig_nsl_copythat;
//"Seal Leader: Control, all hostages in stronghold secured..."
//radio_dialogue( "oilrig_nsl_strongholdsec" );
level.scr_sound[ "soap" ][ "oilrig_nsl_strongholdsec" ] = "oilrig_nsl_strongholdsec";
level.scr_face[ "soap" ][ "oilrig_nsl_strongholdsec" ] = %oilrig_nsl_strongholdsec;
//"Navy Seal 1: Sir, I think we're going to have company..."
//radio_dialogue( "oilrig_ns1_havecompany" );
level.scr_radio[ "oilrig_ns1_havecompany" ] = "oilrig_ns1_havecompany";
//ENEMY RADIO: (In German) Maerhoffer, come in. Please respond. (In accented English) Maerhoffer, are you there? Pleae respond. We're sending a team down.
//radio_dialogue( "oilrig_enc_maerhoffer" );
level.scr_radio[ "oilrig_enc_maerhoffer" ] = "oilrig_enc_maerhoffer";
//ENEMY RADIO: (In German) Team 5 this is central, come in. (In accented English) Team 5, this is command, please respond. We're sending a team down to your position.
//radio_dialogue( "oilrig_enc_team5" );
level.scr_radio[ "oilrig_enc_team5" ] = "oilrig_enc_team5";
//"Seal Leader: Alright. Get some C4 on those bodies. We're going loud."
//radio_dialogue( "oilrig_nsl_goingloud" );
level.scr_sound[ "soap" ][ "oilrig_nsl_goingloud" ] = "oilrig_nsl_goingloud";
level.scr_face[ "soap" ][ "oilrig_nsl_goingloud" ] = %oilrig_nsl_goingloud;
//"Seal Leader: Plant C4 on the bodies. The patrol will be here any minute."
//radio_dialogue( "oilrig_nsl_plantc4" );
level.scr_radio[ "oilrig_nsl_plantc4" ] = "oilrig_nsl_plantc4";
//"Seal Leader: Get C4 on those bodies ASAP. We don't have much time."
//radio_dialogue( "oilrig_nsl_donthavetime" );
level.scr_radio[ "oilrig_nsl_donthavetime" ] = "oilrig_nsl_donthavetime";
//"Navy Seal 1: Charges planted. They're in for a surprise when they find these bodies."
//radio_dialogue( "oilrig_ns1_forasurprise" );
level.scr_radio[ "oilrig_ns1_forasurprise" ] = "oilrig_ns1_forasurprise";
//"Navy Seal 2: C4 placed, sir."
//radio_dialogue( "oilrig_ns2_c4placed" );
level.scr_radio[ "oilrig_ns2_c4placed" ] = "oilrig_ns2_c4placed";
//"Seal Leader: Get to an elevated position. We'll ambush them when they discover the bodies."
//radio_dialogue( "oilrig_nsl_ambushthem" );
level.scr_radio[ "oilrig_nsl_ambushthem" ] = "oilrig_nsl_ambushthem";
//"Seal Leader: We've got to set up an ambush. Get to an elevated position and wait."
//radio_dialogue( "oilrig_nsl_elevatedposwait" );
level.scr_radio[ "oilrig_nsl_elevatedposwait" ] = "oilrig_nsl_elevatedposwait";
//"Seal Leader: There's the patrol. Hold fire until they find the bodies."
level.scr_radio[ "oilrig_nsl_holdfire" ] = "oilrig_nsl_holdfire";
//"Seal Leader: Standby..."
level.scr_radio[ "oilrig_nsl_standby1" ] = "oilrig_nsl_standby1";
//"Seal Leader: Standby..."
level.scr_radio[ "oilrig_nsl_standby2" ] = "oilrig_nsl_standby2";
//MERC 3 (IN GERMAN): Alarm! We've got a man down! (IN ACCENTED ENGLISH) Sound the alarm! We've got men down!!!
level.scr_radio[ "oilrig_mrc3_alarm" ] = "oilrig_mrc3_alarm";
//level.scr_sound[ "generic" ]["oilrig_mrc3_alarm"] = "oilrig_mrc3_alarm";
//"Seal Leader: Do it."
level.scr_radio[ "oilrig_nsl_doit" ] = "oilrig_nsl_doit";
/*-----------------------
BALLS OUT START
-------------------------*/
//"Seal Leader: Control, this is Hotel Six, all hostages secured, but our cover is blown."
level.scr_radio[ "oilrig_nsl_coverblown" ] = "oilrig_nsl_coverblown";
//"Sub Command: Copy that, intel still indicates hostages and possible explosives on the top deck.
//radio_dialogue( "oilrig_sbc_possibleexpl" );
level.scr_radio[ "oilrig_sbc_possibleexpl" ] = "oilrig_sbc_possibleexpl";
//Sub Command 7 Your team needs to secure that location before we can send in reinforcements to handle the SAM sites, over.
level.scr_radio[ "oilrig_sbc_secthatloc" ] = "oilrig_sbc_secthatloc";
//"Seal Leader: Roger that. Will call in for exfil at LZ bravo."
level.scr_radio[ "oilrig_nsl_callforexfil" ] = "oilrig_nsl_callforexfil";
//"Seal Leader: Move up."
//radio_dialogue( "oilrig_nsl_moveup" );
level.scr_radio[ "oilrig_nsl_moveup" ] = "oilrig_nsl_moveup";
//"Seal Leader: Move."
//radio_dialogue( "oilrig_nsl_move2" );
level.scr_radio[ "oilrig_nsl_move2" ] = "oilrig_nsl_move2";
//Cpt. MacTavish CentCom needs us to take the top deck ASAP so they can send in the Marines. Move.
level.scr_radio[ "oilrig_nsl_centcom" ] = "oilrig_nsl_centcom";
/*-----------------------
STAIRS TO DECK 2
-------------------------*/
//"Sub Command: Hotel Six, hostages from lower decks are being extracted by Team 2. Proceed to the top deck ASAP to secure the rest, over."
//radio_dialogue( "oilrig_sbc_gettolz" );
level.scr_radio[ "oilrig_sbc_gettolz" ] = "oilrig_sbc_gettolz";
//"Seal Leader: Copy that."
//radio_dialogue( "oilrig_nsl_copythat2" );
level.scr_radio[ "oilrig_nsl_copythat2" ] = "oilrig_nsl_copythat2";
/*-----------------------
HELICPTER ALERT
-------------------------*/
//Peasant 7 1 Enemy helicopter! Get down get down! oilrig_ns1_getdown Under heavy fire, surprised, shouting
level.scr_radio[ "oilrig_ambush_helo_alert_00" ] = "oilrig_ns1_getdown";
//Cherub 7 2 Enemy helo! Take cover! oilrig_ns2_enemyhelo Under heavy fire, surprised, shouting
level.scr_radio[ "oilrig_ambush_helo_alert_01" ] = "oilrig_ns2_enemyhelo";
//Peasant 7 3 Attack heli 12 o'clock, find some cover! oilrig_ns1_attackheli Under heavy fire, surprised, shouting
level.scr_radio[ "oilrig_ambush_helo_alert_02" ] = "oilrig_ns1_attackheli";
/*-----------------------
FLANKING DIALOGUE (HALLWAYS/STAIRS)
-------------------------*/
//***Cpt. MacTavish Split up. We can flank through these hallways.
level.scr_radio[ "oilrig_nsl_splitup" ] = "oilrig_nsl_splitup";
//***Cpt. MacTavish Fan out and flank them.
level.scr_radio[ "oilrig_nsl_outflank" ] = "oilrig_nsl_outflank";
/*-----------------------
MCTAVISH LEADS THE WAY
-------------------------*/
//Cpt. MacTavish The clock's ticking. We need to get topside and secure any remaining hostages before we call in the Marines.
level.scr_radio[ "oilrig_nsl_clocksticking" ] = "oilrig_nsl_clocksticking";
//Cpt. MacTavish Let's go! Those hostages aren't going to rescue themselves.
level.scr_radio[ "oilrig_nsl_rescuethemselves" ] = "oilrig_nsl_rescuethemselves";
/*-----------------------
HELICOPTER NAGS (WITHOUT ROCKET)
-------------------------*/
//Seal Leader Find some heavy ordinance to take down that bird.
level.scr_radio[ "oilrig_nsl_takeoutbird_00" ] = "oilrig_nsl_takeoutbird1";
//Seal Leader Take out that chopper. Look for some rockets.
level.scr_radio[ "oilrig_nsl_takeoutbird_01" ] = "oilrig_nsl_takeoutbird2";
//Seal Leader That helo is pinning us down. Take it out with some rockets
level.scr_radio[ "oilrig_nsl_takeoutbird_02" ] = "oilrig_nsl_takeoutbird3";
//Seal Leader We're getting shredded by that Littlebird. Look for some RPGs or rockets and take it down.
level.scr_radio[ "oilrig_nsl_takeoutbird_03" ] = "oilrig_nsl_takeoutbird4";
//Seal Leader We've gotta neutralize that Littlebird. Keep an eye out for any heavy artillery and take it out.
level.scr_radio[ "oilrig_nsl_takeoutbird_04" ] = "oilrig_nsl_takeoutbird5";
/*-----------------------
HELICOPTER NAGS (WITH ROCKET)
-------------------------*/
//Bring down that Littlebird, it's got us pinned.
level.scr_radio[ "oilrig_nsl_takeoutbird_withrocket_00" ] = "oilrig_nsl_takeoutbird6";
//Take out that helo, use your heavy weapons.
level.scr_radio[ "oilrig_nsl_takeoutbird_withrocket_01" ] = "oilrig_nsl_takeoutbird7";
//That helo is killing us, take it down.
level.scr_radio[ "oilrig_nsl_takeoutbird_withrocket_02" ] = "oilrig_nsl_takeoutbird8";
//I want heavy weapons fire on that chopper NOW.
level.scr_radio[ "oilrig_nsl_takeoutbird_withrocket_03" ] = "oilrig_nsl_takeoutbird9";
/*-----------------------
FRIENDLIES FIRING MISSILES
-------------------------*/
//Firing AT4.
level.scr_radio[ "oilrig_ns2_fireat4_00" ] = "oilrig_ns2_fireat4";
//Firing missile.
level.scr_radio[ "oilrig_ns2_fireat4_01" ] = "oilrig_ns3_firemissile";
//I can't get a clear shot.
level.scr_radio[ "oilrig_ns2_fireat4_02" ] = "oilrig_ns2_clearshot";
/*-----------------------
THERMAL
-------------------------*/
//Cpt. MacTavish All teams be advised: these guys are a step up - they're using thermal optics to see through the smoke.
level.scr_radio[ "oilrig_use_thermal_00" ] = "oilrig_nsl_seethrusmoke";
//Cpt. MacTavish These guys have thermal optics. Stay clear of the smoke. oilrig_nsl_gettarget tense, aggressive, breathing, under fire
level.scr_radio[ "oilrig_use_thermal_01" ] = "oilrig_nsl_gettarget";
//Cpt. MacTavish If you've got thermal sights, now would be a good time! oilrig_nsl_pickoff tense, aggressive, under fire, a bit sarcastic
level.scr_radio[ "oilrig_find_thermal_00" ] = "oilrig_nsl_pickoff";
//Enemies are using thermal optics...Switching to thermal scope<70>
level.scr_radio[ "oilrig_find_thermal_01" ] = "oilrig_ns3_switching";
/*-----------------------
APPROACHING DECK 3 DERRICK ROOM
-------------------------*/
//Sub Command Hotel Six, be advised, hostages have been confirmed at your location along with possible explosives, over. Intense, military orders
level.scr_radio[ "oilrig_sbc_hostconfirmed" ] = "oilrig_sbc_hostconfirmed";
//Cpt. MacTavish Copy that. All teams check your fire - we don't know what's behind these doors. Intense, military orders
level.scr_radio[ "oilrig_nsl_behinddoors" ] = "oilrig_nsl_behinddoors";
/*-----------------------
HELICOPTER ATTABOYS
-------------------------*/
//Robot Nice shooting Roach. oilrig_ns3_tacoman Calm
level.scr_radio[ "oilrig_heli_grats_00" ] = "oilrig_ns2_tacoman";
//Cherub Nice shot, Roach. oilrig_ns2_tacoman Calm
level.scr_radio[ "oilrig_heli_grats_01" ] = "oilrig_ns3_tacoman";
//Seal 2 Enemy helo down. Good shot.
level.scr_radio[ "oilrig_heli_grats_02" ] = "oilrig_ns2_goodshot";
//Seal 3 Littlebird has been neutralized.
level.scr_radio[ "oilrig_heli_grats_03" ] = "oilrig_ns3_lbneutralized";
//Seal 2 Nice work.
level.scr_radio[ "oilrig_heli_grats_04" ] = "oilrig_ns2_nicework";
//Seal 3 That helo is history. Nice shot.
level.scr_radio[ "oilrig_heli_grats_05" ] = "oilrig_ns3_niceshot";
/*-----------------------
FUEL TANKS
-------------------------*/
//XXX TO IMPLEMENT
//Aim for those fuel tanks.
level.scr_radio[ "oilrig_fueltanks_00" ] = "oilrig_ns3_aimfueltanks";
//XXX TO IMPLEMENT
//Shoot the fuel tanks.
level.scr_radio[ "oilrig_fueltanks_01" ] = "oilrig_ns2_shoottanks";
//XXX TO IMPLEMENT
//Aim for the fuel storage tanks.
level.scr_radio[ "oilrig_fueltanks_02" ] = "oilrig_ns3_aimfuelstorage";
//XXX TO IMPLEMENT
//Put some fire on those fuel storage tanks.
level.scr_radio[ "oilrig_fueltanks_03" ] = "oilrig_nsl_firefuelstorage";
/*-----------------------
ENEMY POPPING SMOKE
-------------------------*/
// //Seal 2 They're popping smoke. oilrig_ns2_popsmoke
level.scr_radio[ "oilrig_enemy_smoke_00" ] = "oilrig_ns2_popsmoke";
//
// //Seal 2 Smokescreen.
level.scr_radio[ "oilrig_enemy_smoke_01" ] = "oilrig_ns2_smokescreen";
//
// //Seal 3 Enemy is popping smoke.
level.scr_radio[ "oilrig_enemy_smoke_02" ] = "oilrig_ns3_enempop";
//
// //Seal 3 They're throwing up a smokescreen.
level.scr_radio[ "oilrig_enemy_smoke_03" ] = "oilrig_ns3_smokescreen";
// //Seal 2 Hostiles are popping smoke.
level.scr_radio[ "oilrig_enemy_smoke_04" ] = "oilrig_ns2_hostpopsmoke";
/*-----------------------
END OF LEVEL
-------------------------*/
//***Cpt. MacTavish Control, all hostages have been secured. I repeat - all hostages secured. Proceeding to LZ Bravo, over.
level.scr_radio[ "oilrig_nsl_allhostsec" ] = "oilrig_nsl_allhostsec";
//***Sub Command Good job, Hotel Six. Marine reinforcements are inserting now to dismantle the SAM sites. Get your team ready for phase two of the operation. Out.
level.scr_radio[ "oilrig_sbc_phase2" ] = "oilrig_sbc_phase2";
/*-----------------------
RADIO FLAVOR
-------------------------*/
//***Marine HQ Hunter Two-Two, this is Punisher Actual. GOPLAT secure. All EOD teams are cleared for landing.
level.scr_radio[ "oilrig_rmv_goplat" ] = "oilrig_rmv_goplat";
//***Marine 1 Roger Punisher, Hunter Two-Two copies all. military monotone, background flavor dialogue
level.scr_radio[ "oilrig_gm1_copies" ] = "oilrig_gm1_copies";
//***F-15 Pilot Punisher this is Phoenix One-One, flight of two F-15s en route to grid 257221 for SEAD mission, requesting sitrep over
level.scr_radio[ "oilrig_f15_twof15s" ] = "oilrig_f15_twof15s";
//***Marine HQ Phoenix One-One, Punisher. Blue sky, I repeat blue sky. Come to heading two-four-zero and continue on course to target area. Good hunting. Over.
level.scr_radio[ "oilrig_rmv_bluesky" ] = "oilrig_rmv_bluesky";
//***F-15 Pilot Phoenix One-One copies. Out.
level.scr_radio[ "oilrig_f15_copies" ] = "oilrig_f15_copies";
//***Marine HQ Punisher to all flights in vicinity of grid 255202, local airspace is secure. I repeat, local airspace is secure. Proceed on course to target area along Route November Two.
level.scr_radio[ "oilrig_rmv_localairspace" ] = "oilrig_rmv_localairspace";
//***Marine 1 Punisher this Hunter Actual. Hunter Two-Two is moving to secure the SAM site at the southwest corner of main deck. Hunter Two-Three is proceeding towards the derrick building to disarm the explosives.
level.scr_radio[ "oilrig_gm1_hunteractual" ] = "oilrig_gm1_hunteractual";
//***Marine HQ Punisher copies all. We have eyes on two-two. They are arriving at the southwest SAM site<74> standby<62> standby<62>Site is secure, repeat site is secure.
level.scr_radio[ "oilrig_rmv_standby" ] = "oilrig_rmv_standby";
//***Marine HQ Punisher Actual to all strike teams - all SAM sites neutralized, repeat, all SAM sites have been neutralized. Blue sky in effect.
level.scr_radio[ "oilrig_rmv_samsitesneut" ] = "oilrig_rmv_samsitesneut";
/*-----------------------
MARINES SECURING SITES
-------------------------*/
//Marine 1 I want these SAMs secure in five! Let's go! Move move!
level.scr_sound[ "oilrig_gm1_samssecure" ] = "oilrig_gm1_samssecure";
/*-----------------------
MERC BREACH DIALOGUE
-------------------------*/
//Merc 3 KILL THE HOSTAGES!!!
level.scr_sound[ "oilrig_mrc_killhostages_room_100_00" ] = "oilrig_mrc3_killhostages2";
//Merc 2 INTRUDERS!!!! FIRE!!!
level.scr_sound[ "oilrig_mrc_killhostages_room_100_01" ] = "oilrig_mrc2_intruders";
//Merc 4 EXECUTE THEM! KILL THEM ALL!
level.scr_sound[ "oilrig_mrc_killhostages_room_200_00" ] = "oilrig_mrc4_executethem";
//Merc 1 KILL THEM!!!
level.scr_sound[ "oilrig_mrc_killhostages_room_200_01" ] = "oilrig_mrc1_killthem";
/*-----------------------
MERC AMBIENT COMM CHATTER
-------------------------*/
//moving in
level.scr_sound[ "oilrig_merc_chatter_00" ] = "oilrig_mrc1_movingin";
//watch my back
level.scr_sound[ "oilrig_merc_chatter_01" ] = "oilrig_mrc1_watchmyback";
//team is moving in
level.scr_sound[ "oilrig_merc_chatter_02" ] = "oilrig_mrc1_teammoving";
//standby
level.scr_sound[ "oilrig_merc_chatter_03" ] = "oilrig_mrc1_standby";
//on me
level.scr_sound[ "oilrig_merc_chatter_04" ] = "oilrig_mrc1_onme";
//take point
level.scr_sound[ "oilrig_merc_chatter_05" ] = "oilrig_mrc1_takepoint";
//watch your corners
level.scr_sound[ "oilrig_merc_chatter_06" ] = "oilrig_mrc1_watchcorners";
//Moving in.
level.scr_sound[ "oilrig_merc_chatter_07" ] = "oilrig_mrc2_movingin";
//Watch my back.
level.scr_sound[ "oilrig_merc_chatter_08" ] = "oilrig_mrc2_watchmyback";
//Team is moving in.
level.scr_sound[ "oilrig_merc_chatter_09" ] = "oilrig_mrc2_teammoving";
//Standby.
level.scr_sound[ "oilrig_merc_chatter_10" ] = "oilrig_mrc2_standby";
//On me.
level.scr_sound[ "oilrig_merc_chatter_11" ] = "oilrig_mrc2_onme";
//Take point.
level.scr_sound[ "oilrig_merc_chatter_12" ] = "oilrig_mrc2_takepoint";
//Watch your corners.
level.scr_sound[ "oilrig_merc_chatter_13" ] = "oilrig_mrc2_watchcorners";
//Moving in.
level.scr_sound[ "oilrig_merc_chatter_14" ] = "oilrig_mrc3_movingin";
//Watch my back.
level.scr_sound[ "oilrig_merc_chatter_15" ] = "oilrig_mrc3_watchmyback";
//Team is moving in.
level.scr_sound[ "oilrig_merc_chatter_16" ] = "oilrig_mrc3_teammoving";
//Standby.
level.scr_sound[ "oilrig_merc_chatter_17" ] = "oilrig_mrc3_standby";
//On me.
level.scr_sound[ "oilrig_merc_chatter_18" ] = "oilrig_mrc3_onme";
//Take point.
level.scr_sound[ "oilrig_merc_chatter_19" ] = "oilrig_mrc3_takepoint";
//Watch your corners.
level.scr_sound[ "oilrig_merc_chatter_20" ] = "oilrig_mrc3_watchcorners";
/*-----------------------
NOT USED
-------------------------*/
// Peasant 11 "In position." oilrig_ns1_inposition Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_INPOSITION
// Cherub 12 "In position." oilrig_ns2_inposition Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_INPOSITION
// Peasant "Ready to breach." oilrig_ns1_readybreach Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_READYBREACH
// Cherub 1"Ready to breach." oilrig_ns2_readybreach Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_READYBREACH
// Peasant 15 "In position for breach." oilrig_ns1_inposbreach Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_INPOSBREACH
// Cherub 1"In position for breach." oilrig_ns2_inposbreach Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_INPOSBREACH
// 4Peasant "Breaching." oilrig_ns1_breaching Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_BREACHING
// Cherub 18 "Breaching." oilrig_ns2_breaching Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_BREACHING
// Peasant 1"Planting charge." oilrig_ns1_plantingcharge Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_PLANTINGCHARGE
// Cherub 20 "Planting charge." oilrig_ns2_plantingcharge Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_PLANTINGCHARGE
// Peasant 21 "Planting frame charge." oilrig_ns1_plantfrmcharge Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_PLANTFRMCHARGE
// Cherub 22 "Planting frame charge." oilrig_ns2_plantfrmcharge Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_PLANTFRMCHARGE
// Peasant 23 "Watch your field of fire." oilrig_ns1_watchfieldfire Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_WATCHFIELDFIRE
// Cherub 2"Check your targets. We've got civilians here." oilrig_ns2_checktargets Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_CHECKTARGETS
// Peasant 25 "On my mark...go!" oilrig_ns1_onmarkgo Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_ONMARKGO
// Peasant 2"On my mark..." oilrig_ns1_onmymark Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_ONMYMARK
// Peasant 27 "Go!" oilrig_ns1_go Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_GO
// Cherub 28 "On my mark...go!" oilrig_ns2_onmarkgo Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_ONMARKGO
// Cherub 2"On my mark..." oilrig_ns2_onmymark Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_ONMYMARK
// Cherub "Go!" oilrig_ns2_go Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_GO
// 5Peasant "Breaching. Watch your fire." oilrig_ns1_breachwatchfire Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS1_BREACHWATCHFIRE
// Cherub "Breaching. Check your targets." oilrig_ns2_breachchecktarg Friendly breaching dialogue (all radio headset) SUBTITLE_OILRIG_NS2_BREACHCHECKTARG
}
#using_animtree( "player" );
player_anims()
{
//the animtree to use with the invisible model with animname "player_rig"
level.scr_animtree[ "player_rig" ] = #animtree;
//the invisible model with the animname "player_rig" that the anims will be played on
level.scr_model[ "player_rig" ] = "viewhands_player_udt";
//animations that will be played by the player (actually played by an invisible model the player is linked to)
level.scr_anim[ "player_rig" ][ "underwater_player_start" ] = %oilrig_sub_A_disembark_player;
level.scr_anim[ "player_rig" ][ "player_stealth_kill" ] = %oilrig_underwater_kill_player;
addNotetrack_attach( "player_rig", "knife", "weapon_parabolic_knife", "tag_weapon_right", "player_stealth_kill" );
addNotetrack_detach( "player_rig", "putback", "weapon_parabolic_knife", "tag_weapon_right", "player_stealth_kill" );
addNotetrack_customFunction( "player_rig", "throat", maps\oilrig_fx::knife_blood );
addNotetrack_customFunction( "player_rig", "", maps\oilrig_fx::playerDrips_left );
addNotetrack_customFunction( "player_rig", "drips_right", maps\oilrig_fx::playerDrips_right );
level.scr_anim[ "player_rig" ][ "player_evac" ] = %blackout_bh_evac_player;
//level.scr_anim[ "player_rig" ][ "underwater_player_start" ] = %oilrig_sub_A_idle_player;
//level.scr_anim[ "player_rig" ][ "underwater_player_idle" ][ 0 ] = %oilrig_sub_A_idle_player;
//level.scr_anim[ "player_rig" ][ "underwater_player_disembark" ] = %oilrig_sub_A_disembark_player;
}
#using_animtree( "vehicles" );
submarine_anims()
{
level.scr_anim[ "submarine_01" ][ "intro_sequence" ] = %oilrig_sub_1;
level.scr_anim[ "submarine_02" ][ "intro_sequence" ] = %oilrig_sub_2;
level.scr_anim[ "sdv_01" ][ "intro_sequence" ] = %oilrig_SDV_1;
level.scr_anim[ "sdv_02" ][ "intro_sequence" ] = %oilrig_SDV_2;
level.scr_animtree[ "submarine_01" ] = #animtree;
level.scr_animtree[ "submarine_02" ] = #animtree;
level.scr_animtree[ "sdv_01" ] = #animtree;
level.scr_animtree[ "sdv_02" ] = #animtree;
}
#using_animtree( "vehicles" );
blackhawk_anims()
{
level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] = %blackout_bh_evac_heli_idle;
level.scr_anim[ "blackhawk" ][ "landing" ] = %blackout_bh_evac_heli_land;
level.scr_anim[ "blackhawk" ][ "take_off" ] = %blackout_bh_evac_heli_takeoff;
level.scr_anim[ "blackhawk" ][ "rotors" ] = %bh_rotors;
level.scr_animtree[ "blackhawk" ] = #animtree;
}
#using_animtree( "generic_human" );
scuba_gear_anims()
{
/*-----------------------
GEAR REMOVAL
-------------------------*/
level.scr_anim[ "generic" ][ "oilrig_seal_surface_fins_off" ] = %oilrig_seal_surface_fins_off;
level.scr_anim[ "generic" ][ "oilrig_seal_surface_mask_off" ] = %oilrig_seal_surface_mask_off;
level.scr_anim[ "generic" ][ "oilrig_seal_surface_rebreather_off_guy1" ] = %oilrig_seal_surface_rebreather_off_guy1;
level.scr_anim[ "generic" ][ "oilrig_seal_surface_rebreather_off_guy2" ] = %oilrig_seal_surface_rebreather_off_guy2;
}
#using_animtree( "script_model" );
scuba_gear_prop_anims()
{
//prop for anim oilrig_seal_surface_fins_off
level.scr_animtree[ "fins_off_oilrig_seal_surface_fins_off" ] = #animtree;
level.scr_anim[ "fins_off_oilrig_seal_surface_fins_off" ][ "oilrig_seal_surface_fins_off_prop" ] = %oilrig_seal_surface_fins_off_prop;
level.scr_model[ "fins_off_oilrig_seal_surface_fins_off" ] = "prop_seal_udt_flippers";
//prop for anim oilrig_seal_surface_mask_off
level.scr_animtree[ "mask_off_oilrig_seal_surface_mask_off" ] = #animtree;
level.scr_anim[ "mask_off_oilrig_seal_surface_mask_off" ][ "oilrig_seal_surface_mask_off_prop" ] = %oilrig_seal_surface_mask_off_prop;
level.scr_model[ "mask_off_oilrig_seal_surface_mask_off" ] = "prop_seal_udt_goggles";
//prop for anim oilrig_seal_surface_rebreather_off_guy1
level.scr_animtree[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy1" ] = #animtree;
level.scr_anim[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy1" ][ "oilrig_seal_surface_rebreather_off_guy1_prop" ] = %oilrig_seal_surface_rebreather_off_guy1_prop;
level.scr_model[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy1" ] = "prop_seal_udt_draeger";
//prop for anim oilrig_seal_surface_rebreather_off_guy2
level.scr_animtree[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy2" ] = #animtree;
level.scr_anim[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy2" ][ "oilrig_seal_surface_rebreather_off_guy2_prop" ] = %oilrig_seal_surface_rebreather_off_guy2_prop;
level.scr_model[ "rebreather_off_oilrig_seal_surface_rebreather_off_guy2" ] = "prop_seal_udt_draeger";
}
scuba_gear_removal( sAnimName, sAnimScene, eNodeEntity, flagName )
{
//Call when cooresponding AI animation is called
//example: thread maps\oilrig_anim::scuba_gear_removal( "fins_off_oilrig_seal_surface_fins_off", "oilrig_seal_surface_fins_off_prop", level.eNodeIntroDuplicate, "player_ready_to_be_helped_from_water" );
propModel = spawn_anim_model( sAnimName );
propModel hide();
eNodeEntity anim_first_frame_solo( propModel, sAnimScene );
flag_wait( flagName );
propModel show();
eNodeEntity anim_single_solo( propModel, sAnimScene );
}
#using_animtree( "script_model" );
rope_anims()
{
level.scr_animtree[ "rope" ] = #animtree;
level.scr_anim[ "rope" ][ "oilrig_rappelrope_2_crouch" ] = %oilrig_rappelrope_2_crouch;
level.scr_anim[ "rope" ][ "oilrig_rappelrope_over_rail_R" ] = %oilrig_rappelrope_over_rail_R;
}