#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’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’re here. Let’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’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’t see you until you’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 ‘Plan B’ if things go south. level.scr_sound[ "price" ][ "cliff_pri_yourein" ] = "cliff_pri_yourein"; //TRUCK COMING ---- //There’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…. level.scr_sound[ "price" ][ "cliff_pri_flamingwreck" ] = "cliff_pri_flamingwreck"; //Stay out of sight - you’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’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’s got thermal sights – 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’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 // “More tangos to the rear! Just outrun them! Go! Go!” level.scr_radio[ "outrunthem" ] = "cliff_pri_outrunthem"; // “Don’t slow down! Keep moving or you’re dead!” level.scr_radio[ "keepmoving" ] = "cliff_pri_keepmoving"; // “Go! Go! Go!” level.scr_radio[ "gogogo" ] = "cliff_pri_gogogo"; // “Avalaaaanche!!!!!” level.scr_radio[ "avalanche" ] = "cliff_pri_avalanche"; // “More tangos on our six! Take ‘em out!” level.scr_radio[ "moretangos" ] = "cliff_pri_moretangos"; // player_survived_minijump + 2 sec // “We’re gonna make it! Just hang on!” level.scr_radio[ "gonnamakeit" ] = "cliff_pri_gonnamakeit"; // snowmobile_price_full_speed // “Come on! Come on!” level.scr_radio[ "comeoncomeon" ] = "cliff_pri_comeoncomeon"; // price_hang_on // “Hang ooonnn!!!” level.scr_radio[ "hangon2" ] = "cliff_pri_hangon2"; // “Stay close and hug the wall! We’ll use the MiGs for cover and cross the tarmac to the southeast!” level.scr_sound[ "price" ][ "hugthewall" ] = "cliff_pri_hugthewall"; // "Alright, let's go!" level.scr_sound[ "price" ][ "allright" ] = "cliff_pri_allright"; // “Head for that MiG, I’ll cover you!” level.scr_sound[ "price" ][ "headformig" ] = "cliff_pri_headformig"; // “I’m heading for those jeeps, cover me!” level.scr_sound[ "price" ][ "headingforjeeps" ] = "cliff_pri_headingforjeeps"; // “I’ll make a run for the next MiG! Give me some covering fire!” level.scr_sound[ "price" ][ "runtonextmig" ] = "cliff_pri_runtonextmig"; // “Cover me, I’m making a break for it!” level.scr_sound[ "price" ][ "makingabreak" ] = "cliff_pri_makingabreak"; // “I’ve got you covered Soap! Move up! Move up!” level.scr_sound[ "price" ][ "moveup" ] = "cliff_pri_moveup"; // “I’ll cover you! Come to me!” level.scr_sound[ "price" ][ "cometome" ] = "cliff_pri_cometome"; // “Snowmobiles! Take ‘em out!!” 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"; // “Soap, get upstairs and download the files.” level.scr_sound[ "price" ][ "downloadfiles" ] = "cliff_pri_downloadfiles"; level.scr_face[ "price" ][ "downloadfiles" ] = %cliff_pri_downloadfiles; // “To the east, soap! Go!” level.scr_sound[ "price" ][ "eastgo" ] = "cliff_pri_eastgo"; // “Soap, make a run for that MIG to the east!” 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’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’t see you until you’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 ‘Plan B’ if things go south. level.scr_radio[ "cliff_pri_yourein" ] = "cliff_pri_yourein"; //TRUCK COMING ---- //There’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…. level.scr_radio[ "cliff_pri_flamingwreck" ] = "cliff_pri_flamingwreck"; //Stay out of sight - you’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’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’s got thermal sights – 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’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 ‘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 // – “On three.” level.scr_sound[ "price" ][ "Cliff_pri_onthree" ] = "Cliff_pri_onthree"; // – “One…” level.scr_sound[ "price" ][ "Cliff_pri_one" ] = "Cliff_pri_one"; // – “Two…” level.scr_sound[ "price" ][ "Cliff_pri_two" ] = "Cliff_pri_two"; // – “Three.” 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’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’ll see you at Bravo. Out. level.scr_radio[ "cliff_hp1_seeyouatbravo" ] = "cliff_hp1_seeyouatbravo"; // Papa Six, we’re getting close to bingo fuel. What’s your status over? level.scr_radio[ "cliff_hp1_status" ] = "cliff_hp1_status"; // Kilo Six-One, we’re taking heavy fire but we’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’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’s the chopper! Let’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"; }