#include maps\_anim; #include maps\_utility; #include common_scripts\utility; #include maps\invasion; main_anim() { vehicles(); anims(); dialog(); script_models(); player(); } /* Here are the anims for humvee exit V1 are guys from first vehicle V2 are from 2nd one Anim names match vehicle tags for script node Guy1 --> tag_guy1 Guy0 --> tag_guy0 Passenger --> tag_passenger Driver --> tag_driver - invasion_humvee_exit_v1_guy1_idle - invasion_humvee_exit_v1_guy1_react - invasion_humvee_exit_v1_passenger_idle - invasion_humvee_exit_v1_passenger_react "explosion_react1" "explosion_react2" - invasion_humvee_exit_v2_driver_idle - invasion_humvee_exit_v2_driver_react - invasion_humvee_exit_v2_guy0_idle - invasion_humvee_exit_v2_guy0_react - invasion_humvee_exit_v2_guy1_idle - invasion_humvee_exit_v2_guy1_react - invasion_humvee_exit_v2_passenger_idle - invasion_humvee_exit_v2_passenger_react */ /* parachute_cargo_animated animations paradrop_cargo_chute paradrop_cargo_vehicle animation paratrooper_jet_opendoors */ /* Use this model: //iw4-depot/iw4/game/model_export/props/parachute/parachute_hanging_animated_char_invasion_lod0.XMODEL_EXPORT invasion_parachute_hanging_char_animated With these anims: parachute_detach_reaction parachute_detach_idle parachute_detach_endidle parachute_detach_death */ #using_animtree( "script_model" ); script_models() { level.scr_animtree[ "tangled_chute_parachute" ] = #animtree; level.scr_anim[ "tangled_chute_parachute" ][ "idle" ][0] = %parachute_detach_idle; level.scr_anim[ "tangled_chute_parachute" ][ "end_idle" ][0] = %parachute_detach_endidle; level.scr_anim[ "tangled_chute_parachute" ][ "reaction" ] = %parachute_detach_reaction; level.scr_anim[ "tangled_chute_parachute" ][ "death" ] = %parachute_detach_death; level.scr_model[ "tangled_chute_parachute" ] = "invasion_parachute_hanging_char_animated"; level.scr_animtree[ "burning_tree" ] = #animtree; level.scr_model[ "burning_tree" ] = "foliage_tree_oak_1_animated"; level.scr_anim[ "burning_tree" ][ "tree_oak_fire" ][0] = %tree_oak_fire; level.scr_animtree[ "roof_landing_parachute" ] = #animtree; level.scr_anim[ "roof_landing_parachute" ][ "roof_landing_parachute" ] = %invasion_paratrooper_roof_landing_parachute; level.scr_model[ "roof_landing_parachute" ] = "parachute_roof"; level.scr_animtree[ "distant_parachute_guy" ] = #animtree; level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_left1" ] = %paratrooper_jump_leftA_chute; level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_right1" ] = %paratrooper_jump_RightA_chute; level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_left2" ] = %paratrooper_jump_leftB_chute; level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_right2" ] = %paratrooper_jump_RightB_chute; level.scr_model[ "distant_parachute_guy" ] = "parachute_deploy"; level.scr_animtree[ "paradrop_cargo_tank_chuteA" ] = #animtree; level.scr_anim[ "paradrop_cargo_tank_chuteA" ][ "paradrop_cargo_tank_chuteA" ] = %paradrop_cargo_tank_chuteA; level.scr_model[ "paradrop_cargo_tank_chuteA" ] = "parachute_tank_animated"; level.scr_animtree[ "paradrop_cargo_tank_chuteB" ] = #animtree; level.scr_anim[ "paradrop_cargo_tank_chuteB" ][ "paradrop_cargo_tank_chuteB" ] = %paradrop_cargo_tank_chuteB; level.scr_model[ "paradrop_cargo_tank_chuteB" ] = "parachute_tank_animated"; level.scr_animtree[ "paradrop_cargo_tank_chuteC" ] = #animtree; level.scr_anim[ "paradrop_cargo_tank_chuteC" ][ "paradrop_cargo_tank_chuteC" ] = %paradrop_cargo_tank_chuteC; level.scr_model[ "paradrop_cargo_tank_chuteC" ] = "parachute_tank_animated"; level.scr_animtree[ "bmp_chute_paradrop" ] = #animtree; level.scr_anim[ "bmp_chute_paradrop" ][ "bmp_chute_paradrop" ] = %paradrop_cargo_chute; level.scr_model[ "bmp_chute_paradrop" ] = "parachute_cargo_animated"; } #using_animtree( "vehicles" ); vehicles() { level.scr_animtree[ "btr_ground_smash" ] = #animtree; level.scr_anim[ "btr_ground_smash" ][ "btr_ground_smash" ] = %invasion_btr_crash_btr; level.scr_model[ "btr_ground_smash" ] = "vehicle_btr80"; level.scr_animtree[ "btr_squashedcar" ] = #animtree; level.scr_anim[ "btr_squashedcar" ][ "btr_squashedcar" ] = %invasion_btr_crash_squashedcar; level.scr_model[ "btr_squashedcar" ] = "vehicle_80s_sedan1_tankcrush"; level.scr_animtree[ "bmp_paradrop" ] = #animtree; level.scr_anim[ "bmp_paradrop" ][ "bmp_paradrop" ] = %paradrop_cargo_vehicle; level.scr_model[ "bmp_paradrop" ] = "vehicle_btr80"; level.scr_animtree[ "anatov_opendoors" ] = #animtree; level.scr_anim[ "anatov_opendoors" ][ "anatov_opendoors" ] = %paratrooper_jet_opendoors; level.scr_animtree[ "hummer2" ] = #animtree; level.scr_anim[ "hummer2" ][ "invasion_opening_hummer2" ] = %invasion_opening_hummer2; level.scr_animtree[ "hummer1" ] = #animtree; level.scr_anim[ "hummer1" ][ "invasion_opening_hummer1" ] = %invasion_opening_hummer1; //level.scr_animtree[ "btr80" ] = #animtree; //level.scr_anim[ "btr80" ][ "invasion_opening_BTR" ] = %invasion_opening_BTR; //addNotetrack_customFunction( , , , ); //addNotetrack_customFunction( "btr80", "BTRfire", ::btr80_notetrack_fire, "invasion_opening_BTR" ); } //#using_animtree( "vehicles" ); //bmp_door_close() //{ // self ClearAnim( %bmp_doors_open, 0 ); // self SetAnim( %bmp_doors_close ); //} #using_animtree( "player" ); player() { level.scr_anim[ "player_hummer_ride" ][ "player_hummer_ride" ] = %invasion_opening_hummer2_player; level.scr_animtree[ "player_hummer_ride" ] = #animtree; level.scr_model[ "player_hummer_ride" ] = "viewhands_player_marines"; } #using_animtree( "generic_human" ); anims() { level.scr_anim[ "generic" ][ "invasion_opening_hummer1_soldier2" ] = %invasion_opening_hummer1_soldier2; level.scr_anim[ "generic" ][ "invasion_opening_hummer1_soldier1" ] = %invasion_opening_hummer1_soldier1; level.scr_anim[ "generic" ][ "invasion_opening_hummer2_soldier1" ] = %invasion_opening_hummer2_soldier1; //invasion_opening_hummer2_player - play on player viewmodel level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_guy1_idle" ][ 0 ] = %invasion_humvee_exit_v1_guy1_idle; level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_guy1_react" ] = %invasion_humvee_exit_v1_guy1_react; /* addNotetrack_flag( "generic", "explosion_react1", "explosion_react1", "invasion_humvee_exit_v1_guy1_react" ); addNotetrack_flag( "generic", "explosion_react2", "explosion_react2", "invasion_humvee_exit_v1_guy1_react" ); addNotetrack_flag( "generic", "explosion_react1", "explosion_react1", "invasion_humvee_exit_v1_passenger_react" ); addNotetrack_flag( "generic", "explosion_react2", "explosion_react2", "invasion_humvee_exit_v1_passenger_react" ); */ //addNotetrack_customFunction( , , , ); addNotetrack_customFunction( "generic", "explosion_react1", ::humvee_explosion1, "invasion_humvee_exit_v1_guy1_react" ); addNotetrack_customFunction( "generic", "explosion_react2", ::humvee_explosion2, "invasion_humvee_exit_v1_guy1_react" ); //addNotetrack_flag( "generic", "explosion_react1", "explosion_react1" ); //addNotetrack_flag( "generic", "explosion_react2", "explosion_react2" ); level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_passenger_idle" ][ 0 ] = %invasion_humvee_exit_v1_passenger_idle; level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_passenger_react" ] = %invasion_humvee_exit_v1_passenger_react; level.scr_anim[ "generic" ][ "invasion_parachute_ground_detach_idle" ][ 0 ] = %invasion_parachute_ground_detach_idle; level.scr_anim[ "generic" ][ "tangled_guy_trys_to_free_self" ] = %invasion_parachute_ground_detach_reaction; level.scr_anim[ "generic" ][ "invasion_parachute_ground_detach_death " ] = %invasion_parachute_ground_detach_death; level.scr_anim[ "generic" ][ "distant_parachute_guy_left1" ] = %paratrooper_jump_leftA_guy; level.scr_anim[ "generic" ][ "distant_parachute_guy_right1" ] = %paratrooper_jump_RightA_guy; level.scr_anim[ "generic" ][ "distant_parachute_guy_left2" ] = %paratrooper_jump_leftB_guy; level.scr_anim[ "generic" ][ "distant_parachute_guy_right2" ] = %paratrooper_jump_RightB_guy; //level.scr_anim[ "generic" ][ "airdrop_idles" ][ 0 ] = %killhouse_gaz_idleB; level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1; level.scr_anim[ "generic" ][ "roof_landing_parachute" ] = %invasion_paratrooper_roof_landing; level.scr_anim[ "generic" ][ "rolldeath" ] = %invasion_paratrooper_roof_landing_rolldeath; level.scr_anim[ "generic" ][ "crawldeath" ] = %invasion_paratrooper_roof_landing_crawldeath; //addNotetrack_customFunction( animname, notetrack, function, anime ) addNotetrack_customFunction( "generic", "roll_death", ::notetrack_roll_death, "roof_landing_parachute" ); addNotetrack_customFunction( "generic", "crawl_death_start", ::notetrack_crawl_death_start, "roof_landing_parachute" ); addNotetrack_customFunction( "generic", "crawl_death", ::notetrack_crawl_death, "roof_landing_parachute" ); addNotetrack_flag( "generic", "roll_death", "roll_death", "roof_landing_parachute" ); addNotetrack_flag( "generic", "crawl_death_start", "crawl_death_start", "roof_landing_parachute" ); addNotetrack_flag( "generic", "crawl_death", "crawl_death", "roof_landing_parachute" ); //level.scr_anim[ "generic" ][ "airdrop_idles" ][ 0 ] = %killhouse_gaz_idleA; //level.scr_anim[ "generic" ][ "airdrop_idles" ][ 1 ] = %killhouse_gaz_idleB; level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy1" ] = %invasion_vehicle_cover_dialogue_guy1; level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy1_idle" ][ 0 ] = %invasion_vehicle_cover_dialogue_guy1_idle; level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2; /* dialog_inv_six_gimmesitrep dialog_inv_sgw_meatlocker dialog_inv_six_status dialog_inv_sgw_unconscious dialog_inv_six_whatelse dialog_inv_sgw_supplydrop dialog_inv_six_sentrygunsouth notetrack for dunn to check it out dunn_checkout */ //addNotetrack_customFunction( , , , ); addNotetrack_customFunction( "generic", "dialog_inv_six_gimmesitrep", ::notetrack_gimmesitrep, "invasion_vehicle_cover_dialogue_guy2" ); addNotetrack_customFunction( "generic", "dialog_inv_six_status", ::notetrack_status, "invasion_vehicle_cover_dialogue_guy2" ); addNotetrack_customFunction( "generic", "dialog_inv_six_whatelse", ::notetrack_whatelse, "invasion_vehicle_cover_dialogue_guy2" ); addNotetrack_customFunction( "generic", "dialog_inv_six_sentrygunsouth", ::notetrack_sentrygunsouth, "invasion_vehicle_cover_dialogue_guy2" ); addNotetrack_customFunction( "generic", "dunn_checkout", ::notetrack_checkout, "invasion_vehicle_cover_dialogue_guy2" ); addNotetrack_customFunction( "generic", "dialog_inv_sgw_meatlocker", ::notetrack_meatlocker, "invasion_vehicle_cover_dialogue_guy1" ); addNotetrack_customFunction( "generic", "dialog_inv_sgw_unconscious", ::notetrack_unconscious, "invasion_vehicle_cover_dialogue_guy1" ); addNotetrack_customFunction( "generic", "dialog_inv_sgw_supplydrop", ::notetrack_supplydrop, "invasion_vehicle_cover_dialogue_guy1" ); } notetrack_gimmesitrep( guy ) { flag_set( "notetrack_gimmesitrep" ); } notetrack_status( guy ) { flag_set( "notetrack_status" ); } notetrack_whatelse( guy ) { flag_set( "notetrack_whatelse" ); } notetrack_sentrygunsouth( guy ) { flag_set( "notetrack_sentrygunsouth" ); } notetrack_checkout( guy ) { flag_set( "notetrack_checkout" ); } notetrack_meatlocker( guy ) { flag_set( "notetrack_meatlocker" ); } notetrack_unconscious( guy ) { flag_set( "notetrack_unconscious" ); } notetrack_supplydrop( guy ) { flag_set( "notetrack_supplydrop" ); } tangled_parachute_guy() { self.ignoreme = true; self thread magic_bullet_shield(); self.deathanim = %invasion_parachute_ground_detach_death; node = getent( "tangled_parachute_guy_node", "targetname" ); //node = spawn( "script_origin", self.origin ); chute = spawn_anim_model( "tangled_chute_parachute" ); //chute.animname = "tangled_chute_parachute"; node thread anim_loop_solo( chute, "idle", "stop_tangled_chute_idle" ); node thread anim_generic_loop( self, "invasion_parachute_ground_detach_idle", "stop_tangled_guy_idle" ); while ( !players_looking_at( self GetEye() ) ) wait .05; self.allowdeath = true; self thread stop_magic_bullet_shield(); self thread chute_death_reaction( node, chute ); //thread spawn_pizza_rushers(); self endon( "death" ); wait 1; //time to try to free self self thread try_to_free_self( node, chute ); } try_to_free_self( node, chute ) { self endon( "death" ); node notify( "stop_tangled_chute_idle" ); node notify( "stop_tangled_guy_idle" ); self.ignoreme = false; node thread anim_single_solo( chute, "reaction" ); node anim_generic( self, "tangled_guy_trys_to_free_self" ); node thread anim_loop_solo( chute, "end_idle" ); self.deathanim = undefined; node notify( "he got free" ); } chute_death_reaction( node, chute ) { node endon( "he got free" ); self waittill( "death" ); node notify( "stop_tangled_chute_idle" );//he might die before trying to free self node anim_single_solo( chute, "death" ); node thread anim_loop_solo( chute, "end_idle" ); } spawn_pizza_rushers() { wait 3; activate_trigger_with_targetname( "pizza_rushers_trigger" ); } animate_burning_tree() { wait 3; burning_tree = getent( "burning_tree", "script_noteworthy" ); burning_tree.animname = "burning_tree"; burning_tree assign_animtree(); burning_tree anim_loop_solo( burning_tree, "tree_oak_fire", "stop_burning_tree" ); } setup_shotgun_guy() { self linkto( level.humvee_front, "tag_guy1" ); level.humvee_front thread anim_generic_loop( self, "invasion_humvee_exit_v1_guy1_idle", "stop_front_humvee_anims", "tag_guy1" ); level waittill( "humvee_blows_up" ); self notify( "stop_front_humvee_anims" ); level.humvee_front anim_generic( self, "invasion_humvee_exit_v1_guy1_react", "tag_guy1" ); self.allowdeath = true; self.a.nodeath = true; self kill(); } setup_backseat_right_guy() { self linkto( level.humvee_front, "tag_passenger" ); level.humvee_front thread anim_generic_loop( self, "invasion_humvee_exit_v1_passenger_idle", "stop_front_humvee_anims", "tag_passenger" ); level waittill( "humvee_blows_up" ); self notify( "stop_front_humvee_anims" ); level.humvee_front anim_generic( self, "invasion_humvee_exit_v1_passenger_react", "tag_passenger" ); self.allowdeath = true; self.a.nodeath = true; self kill(); } setup_roof_parachute_guy( humvee_guy ) { /* level.scr_anim[ "roof_landing_parachute" ][ "rolldeath" ] = %invasion_paratrooper_roof_landing_rolldeath; level.scr_anim[ "roof_landing_parachute" ][ "crawldeath" ] = %invasion_paratrooper_roof_landing_crawldeath; notetrack in invasion_paratrooper_roof_landing addNotetrack_customFunction( "generic", "roll_death", ::notetrack_roll_death, "roof_landing_parachute" ); addNotetrack_customFunction( "generic", "crawl_death_start", ::notetrack_crawl_death_start, "roof_landing_parachute" ); addNotetrack_customFunction( "generic", "crawl_death", ::notetrack_crawl_death, "roof_landing_parachute" ); So, if the guy gets shot before roll_death notetrack ----à play invasion_paratrooper_roof_landing_rolldeath upon roll_death notetrack It uses the same script node as the landing And if he gets shot between crawl_death_start and crawl_death notetrack ---à play invasion_paratrooper_roof_landing_crawldeath It’s a regular delta anim with no scipt node. If he gets shot after crawl_death notetrack, finish the landing anim and have him die on the top. There’s a few frames where he’s not suppose to get shot cause it might not blend with the death anim well. between roll_death and crawl_death_start. but if that’s too much trouble, we can ignor crawl_death_start and see how it looks. */ self.allowdeath = false; self.noragdoll = true; if( isdefined( humvee_guy ) ) self.humvee_guy = true; //self.deathanim = %invasion_paratrooper_roof_landing_rolldeath; self.health = 1; parachute_landing = spawn( "script_origin", self.origin ); parachute_landing.angles = self.angles; //parachute_landing = getent( "parachute_landing", "targetname" ); chute = spawn_anim_model( "roof_landing_parachute" ); parachute_landing thread anim_generic( self, "roof_landing_parachute" ); parachute_landing anim_single_solo( chute, "roof_landing_parachute" ); chute delete(); level notify( "roof_landing_anim_finished" ); //self delete(); } notetrack_roll_death( guy ) { if( isdefined( guy.humvee_guy ) ) return; //level notify( "roll_death" ); //if( guy.delayedDeath ) //he has been shot { guy.skipdeathanim = true; self thread anim_generic( guy, "rolldeath" ); wait .5; guy.allowdeath = true; //guy.a.nodeath = true; guy kill(); } } notetrack_crawl_death_start( guy ) { if( isdefined( guy.humvee_guy ) ) return; //guy.deathanim = %invasion_paratrooper_roof_landing_crawldeath; //if( guy.delayedDeath ) //he has been shot //{ // guy anim_generic( guy, "crawldeath" ); // guy.allowdeath = true; // guy.a.nodeath = true; // guy kill(); // return; //} level endon( "crawl_death_finished" ); wait 2;//tweaking //guy waittill( "damage" ); guy.skipdeathanim = true; guy thread anim_generic( guy, "crawldeath" ); wait .5; guy.allowdeath = true; //guy.a.nodeath = true; guy kill(); } notetrack_crawl_death( guy ) { guy.allowdeath = false;//he finishes the animation level notify( "crawl_death_finished" ); level waittill( "roof_landing_anim_finished" ); guy delete(); } dialog() { //LOCAL //Seal Six-One: We got a BMP! Get out, get out! level.scr_sound[ "raptor" ][ "inv_six_gotbmp" ] = "inv_six_gotbmp"; //Seal Six-One: Team, this way! Let's go let's go! level.scr_sound[ "raptor" ][ "inv_six_teamthisway" ] = "inv_six_teamthisway"; //Seal Six-One: I got a fix on the package. 300 meters east.  level.scr_sound[ "raptor" ][ "inv_six_300meast" ] = "inv_six_300meast"; //LOCAL HOUSE DESTROYER //Seal Six-One: That BMP hasn’t spotted us! Hang to the right and stay behind it! level.scr_sound[ "raptor" ][ "inv_six_hangright" ] = "inv_six_hangright"; //Seal Six-One: I got a visual on smoke coming from the crash site. level.scr_sound[ "raptor" ][ "inv_six_viscrashsite" ] = "inv_six_viscrashsite"; //Seal Six-One: We're spotted! Roach - grab that RPG! Taco, Worm - cover him! level.scr_sound[ "raptor" ][ "inv_six_grabrpg" ] = "inv_six_grabrpg"; //Seal Six-One: Roach - there’s an RPG by that supply drop! Move! level.scr_sound[ "raptor" ][ "inv_six_rpgsupplydrop" ] = "inv_six_rpgsupplydrop"; //Seal Six-One: Roach, take point - we're cuttin' to the right. level.scr_sound[ "raptor" ][ "inv_six_takepoint" ] = "inv_six_takepoint"; //LOCAL PIZZA TO CRASH //Seal Six-One: Incoming! Truck 12 o’clock! level.scr_sound[ "raptor" ][ "inv_six_truck12" ] = "inv_six_truck12"; //Taco: We got a Juggernaut inbound! level.scr_sound[ "taco" ][ "inv_tco_juggernaut" ] = "inv_tco_juggernaut"; //Seal Six-One: Copy on Juggernaut, hit it with a flashbang! level.scr_sound[ "raptor" ][ "inv_six_hitflashbang" ] = "inv_six_hitflashbang"; //Seal Six-One: Stay back! level.scr_sound[ "raptor" ][ "inv_six_stayback" ] = "inv_six_stayback"; //Seal Six-One: Aim for the head! level.scr_sound[ "raptor" ][ "inv_six_aimforthehead" ] = "inv_six_aimforthehead"; //Seal Six-One: Go for a headshot! level.scr_sound[ "raptor" ][ "inv_six_headshot" ] = "inv_six_headshot"; //Seal Six-One: Team, don’t engage that APC - our objective is the crash site. level.scr_sound[ "raptor" ][ "inv_six_dontengageapc" ] = "inv_six_dontengageapc"; //Seal Six-One: Roach! Get back from that APC! level.scr_sound[ "raptor" ][ "inv_six_getbackfromapc" ] = "inv_six_getbackfromapc"; //Seal Six-One: Team be advised, enemy has close air support operating in our AO. level.scr_sound[ "raptor" ][ "inv_six_closeairsupport" ] = "inv_six_closeairsupport"; //Seal Six-One: Check your fire check your fire! Friendlies at 10 o'clock in the purple building. level.scr_sound[ "raptor" ][ "inv_six_purplebuilding" ] = "inv_six_purplebuilding"; //LOCAL AT CRASH SITE //Seal Six-One: Marine! Gimme a sitrep! Where's the President? level.scr_sound[ "raptor" ][ "inv_six_gimmesitrep" ] = "inv_six_gimmesitrep"; //Sgt Wells: We moved him to the meat locker, it's practically bulletproof! level.scr_sound[ "wells" ][ "inv_sgw_meatlocker" ] = "inv_sgw_meatlocker"; //Seal Six-One: What's his status? level.scr_sound[ "raptor" ][ "inv_six_status" ] = "inv_six_status"; //Sgt Wells: He's still unconscious, you got a corpsman? level.scr_sound[ "wells" ][ "inv_sgw_unconscious" ] = "inv_sgw_unconscious"; //Seal Six-One: (aside) Taco, check it out! (back to Marine) What else? level.scr_sound[ "raptor" ][ "inv_six_whatelse" ] = "inv_six_whatelse"; //Sgt Wells: We got a supply drop on the roof with an M-5 sentry gun! level.scr_sound[ "wells" ][ "inv_sgw_supplydrop" ] = "inv_sgw_supplydrop"; //Seal Six-One: Roach - get to the roof and get that sentry gun pointed south! level.scr_sound[ "raptor" ][ "inv_six_sentrygunsouth" ] = "inv_six_sentrygunsouth"; //Seal Six-One: What about anti-tank weapons, air support? level.scr_sound[ "raptor" ][ "inv_six_antitank" ] = "inv_six_antitank"; //Sgt Wells: We're all out! It's just Ramirez, Collins and myself sir! level.scr_sound[ "wells" ][ "inv_sgw_allout" ] = "inv_sgw_allout"; //Seal Six-One: Roger that! level.scr_sound[ "raptor" ][ "inv_six_rogerthat" ] = "inv_six_rogerthat"; //Seal Six-One: Roger that! level.scr_radio[ "inv_six_rogerthat" ] = "inv_six_rogerthat"; //RADIO //Seal Six-One: Roach, use the ladder in the kitchen and get to the roof. level.scr_radio[ "inv_six_ladderinkitchen" ] = "inv_six_ladderinkitchen"; //Seal Six-One: Roach this is raptor. Get to the roof, there's a maintenance ladder in the kitchen. level.scr_radio[ "inv_six_gettoroof" ] = "inv_six_gettoroof"; //Seal Six-One: Roach, you on the roof yet? Get that sentry gun online and make sure its pointed south. level.scr_radio[ "inv_six_onroofyet" ] = "inv_six_onroofyet"; //Seal Six-One: Heads up ladies, we got trucks to the south. level.scr_radio[ "inv_six_headsupladies" ] = "inv_six_headsupladies"; //Seal Six-One: Team, this is raptor. Switch to thermal optics if you got 'em. level.scr_radio[ "inv_six_thermaloptics" ] = "inv_six_thermaloptics"; //Seal Six-One: Looks like Ivan's had enough. level.scr_radio[ "inv_six_hadenough" ] = "inv_six_hadenough"; //Seal Six-One: Team, check weapons and ammo. They'll be back. level.scr_radio[ "inv_six_checkammo" ] = "inv_six_checkammo"; //Worm: What the hell was that?! level.scr_radio[ "inv_wrm_whatwasthat" ] = "inv_wrm_whatwasthat"; //Seal Six-One: Roach! Get the off the roof! level.scr_radio[ "inv_six_offtheroof" ] = "inv_six_offtheroof"; // //Taco: raptor, this is Taco how copy over? // level.scr_radio[ "inv_tco_howcopy" ] = "inv_tco_howcopy"; // // //Seal Six-One: Solid copy Taco, go ahead! // level.scr_radio[ "inv_six_solidcopy" ] = "inv_six_solidcopy"; // // //Taco: I scoped a UAV operator in the diner across the street to the west, break. That's where the missiles are coming from, over. // level.scr_radio[ "inv_tco_uavop" ] = "inv_tco_uavop"; // // //Seal Six-One: Copy that. Taco, you and Roach get over there and kill that SOB. Everyone else cover 'em. // level.scr_radio[ "inv_six_killthatsob" ] = "inv_six_killthatsob"; // // //Taco: Taco copies all. Roach, you're with me let's go. // level.scr_radio[ "inv_tco_copiesall" ] = "inv_tco_copiesall"; //Seal Six-One: Taco, be advised, two BMPs coming in from the north. level.scr_radio[ "inv_six_bmpsfromnorth" ] = "inv_six_bmpsfromnorth"; //Taco: Roger that. level.scr_radio[ "inv_tco_rogerthat" ] = "inv_tco_rogerthat"; //LOCAL -DINER //Taco: Roach - get the control rig for the UAV! level.scr_sound[ "taco" ][ "inv_tco_controlrig" ] = "inv_tco_controlrig"; //Taco: Roach - I got you covered! Pick up the control rig! level.scr_sound[ "taco" ][ "inv_tco_pickupcontrolrig" ] = "inv_tco_pickupcontrolrig"; //Taco: Incoming! level.scr_sound[ "taco" ][ "inv_tco_incoming" ] = "inv_tco_incoming"; //Taco: Back door! level.scr_sound[ "taco" ][ "inv_tco_backdoor" ] = "inv_tco_backdoor"; //RADIO //Seal Six-One: Roach! Waste those BMPs! Now! level.scr_radio[ "inv_six_wastebmpsnow" ] = "inv_six_wastebmpsnow"; //Seal Six-One: Enemy fast moverrrs!!! Take coverr!!! level.scr_radio[ "inv_six_fastmovers" ] = "inv_six_fastmovers"; //Taco: raptor you still there? level.scr_radio[ "inv_tco_stillthere" ] = "inv_tco_stillthere"; //Seal Six-One: Taco, Roach, new plan. level.scr_radio[ "inv_six_newplan" ] = "inv_six_newplan"; //Seal Six-One: Secure the Burgertown and get on the roof. level.scr_radio[ "inv_six_secureburgertown" ] = "inv_six_secureburgertown"; //Seal Six-One: Everyone on this net, listen up, we're moving the package asap. level.scr_radio[ "inv_six_listenup" ] = "inv_six_listenup"; //Seal Six-One: We need to get the hell out of this building before those fast movers make another pass. level.scr_radio[ "inv_six_anotherpass" ] = "inv_six_anotherpass"; //Seal Six-One: Taco, Roach, we still got hostiles in the Burgertown, move it! level.scr_radio[ "inv_six_hostilesinbt" ] = "inv_six_hostilesinbt"; //Seal Six-One: Taco, Roach! Clear the Burgertown roof asap! level.scr_radio[ "inv_six_clearbtroof" ] = "inv_six_clearbtroof"; //Seal Six-One: Alright, stay on the roof and cover us! We got the President and we're movin' out now. level.scr_radio[ "inv_six_gotpresident" ] = "inv_six_gotpresident"; //Seal Six-One: Keep these guys off me! level.scr_radio[ "inv_six_keepoffme" ] = "inv_six_keepoffme"; level.scr_sound[ "raptor" ][ "inv_six_keepoffme" ] = "inv_six_keepoffme"; //Taco: Incoming, north side! level.scr_radio[ "inv_tco_incomingnorth" ] = "inv_tco_incomingnorth"; //Taco: Contact to the north! level.scr_radio[ "inv_tco_contactnorth" ] = "inv_tco_contactnorth"; //Taco: Incoming, south side! level.scr_radio[ "inv_tco_incomingsouth" ] = "inv_tco_incomingsouth"; //Taco: Contact to the south! level.scr_radio[ "inv_tco_contactsouth" ] = "inv_tco_contactsouth"; //Taco: Contact northwest! level.scr_radio[ "inv_tco_contactnw" ] = "inv_tco_contactnw"; //Taco: Contact southeast! level.scr_radio[ "inv_tco_contactse" ] = "inv_tco_contactse"; //Taco: Incoming helo! level.scr_radio[ "inv_tco_incominghelo" ] = "inv_tco_incominghelo"; //Seal Six-One: Taco, Roach, get off the roof! level.scr_radio[ "inv_six_getoffroof" ] = "inv_six_getoffroof"; //Seal Six-One: The convoy's here! I got the President! Move move! level.scr_radio[ "inv_six_convoyshere" ] = "inv_six_convoyshere"; //Radio HQ Voice 1: Seal Six-One, this is Overlord, gimme a sitrep over. level.scr_radio[ "inv_hqr_sitrep" ] = "inv_hqr_sitrep"; //Seal Six-One: Overlord, Six-One Actual. Be advised: precious cargo is secure, repeat, precious cargo is secure. We're oscar mike. level.scr_radio[ "inv_six_cargosecure" ] = "inv_six_cargosecure"; //Radio HQ Voice 1: Overlord copies all. Good job. Out. level.scr_radio[ "inv_hqr_goodjob" ] = "inv_hqr_goodjob"; //NEWEST //Team the crashed heli at 12 o'clock is our objective. *** level.scr_sound[ "raptor" ][ "inv_six_ourobjective" ] = "inv_six_ourobjective"; //Pick up that RPG by the supply drop! level.scr_sound[ "raptor" ][ "inv_six_pickuprpg" ] = "inv_six_pickuprpg"; //Roach! Pick up that RPG! level.scr_sound[ "raptor" ][ "inv_six_pickupthatrpg" ] = "inv_six_pickupthatrpg"; //Roach get more rockets from the supply drop! level.scr_sound[ "raptor" ][ "inv_six_morerockets" ] = "inv_six_morerockets"; //Roach get another RPG from the supply drop! level.scr_sound[ "raptor" ][ "inv_six_anotherrpg" ] = "inv_six_anotherrpg"; //Pick up the explosives by the supply drop! level.scr_sound[ "raptor" ][ "inv_six_pickup" ] = "inv_six_pickup"; //Roach get more explosives from the supply drop! level.scr_sound[ "raptor" ][ "inv_six_getmore" ] = "inv_six_getmore"; //radio //He's down! level.scr_radio[ "inv_tco_hesdown" ] = "inv_tco_hesdown"; level.scr_sound[ "taco" ][ "inv_tco_hesdown" ] = "inv_tco_hesdown"; //Nice one Roach. level.scr_radio[ "inv_six_niceoneheli" ] = "inv_six_niceoneheli"; level.scr_sound[ "raptor" ][ "inv_six_niceoneheli" ] = "inv_six_niceoneheli"; //Nice one guys. level.scr_radio[ "inv_six_niceoneguys" ] = "inv_six_niceoneguys"; level.scr_sound[ "raptor" ][ "inv_six_niceoneguys" ] = "inv_six_niceoneguys"; //Stay with us Roach! level.scr_radio[ "inv_six_staywithus" ] = "inv_six_staywithus"; level.scr_sound[ "raptor" ][ "inv_six_staywithus" ] = "inv_six_staywithus"; //radio //On me! level.scr_radio[ "inv_six_onme" ] = "inv_six_onme"; level.scr_sound[ "raptor" ][ "inv_six_onme" ] = "inv_six_onme"; //Get over here! level.scr_radio[ "inv_six_getoverhere" ] = "inv_six_getoverhere"; //Go go go! level.scr_radio[ "inv_six_gogogo" ] = "inv_six_gogogo"; level.scr_sound[ "raptor" ][ "inv_six_gogogo" ] = "inv_six_gogogo"; //Roach, we're at the crash site get over here. level.scr_radio[ "inv_six_crashsite" ] = "inv_six_crashsite"; //The crash site is on the north side of Nate's restaurant. level.scr_radio[ "inv_six_northofnates" ] = "inv_six_northofnates"; //radio //Incoming from the south! Two dozen plus foot mobiles! level.scr_radio[ "inv_six_2dozen" ] = "inv_six_2dozen"; //They're using smoke to cover their advance! level.scr_radio[ "inv_tco_usingsmoke" ] = "inv_tco_usingsmoke"; //Get off the roof! level.scr_radio[ "inv_six_getoffroof2" ] = "inv_six_getoffroof2"; //Get down from the roof now! level.scr_radio[ "inv_six_getoffroofnow" ] = "inv_six_getoffroofnow"; //Nice work team. Regroup over here. level.scr_radio[ "inv_six_regroup" ] = "inv_six_regroup"; //Taco, Roach, regroup in the restaurant. level.scr_radio[ "inv_six_regroupinrest" ] = "inv_six_regroupinrest"; //////////////////////////////////////NEW // //Team, shift your fire north. level.scr_radio[ "inv_six_shiftfiren" ] = "inv_six_shiftfiren"; //Team, we got contacts to the north. level.scr_radio[ "inv_six_contactsn" ] = "inv_six_contactsn"; // //They're layin' down a smokescreen to the north. level.scr_radio[ "inv_tco_smokescrnth" ] = "inv_tco_smokescrnth"; //Roger. Switch to thermal if you got it. level.scr_radio[ "inv_six_switchthermal" ] = "inv_six_switchthermal"; // //Roach, get on the roof of that Burger Town and get ready to cover us. level.scr_radio[ "inv_six_readytocover" ] = "inv_six_readytocover"; //Taco, Roach - cover us from the Burger Town roof. Go! level.scr_radio[ "inv_six_coverusgo" ] = "inv_six_coverusgo"; /// //Taco, Roach, we need to move ASAP! Clear that restaurant! level.scr_radio[ "inv_six_needtomove" ] = "inv_six_needtomove"; //Team, what's the hold up? Secure that restaurant! level.scr_radio[ "inv_six_whatsholdup" ] = "inv_six_whatsholdup"; /// //Roach take cover! That BMP's spotted you! level.scr_radio[ "inv_six_bmpspottedyou" ] = "inv_six_bmpspottedyou"; //Roach take cover! One of the BMPs has a visual on you! level.scr_radio[ "inv_six_bmphasavisual" ] = "inv_six_bmphasavisual"; //Get behind something solid! That BMP's got you in his sights! level.scr_radio[ "inv_six_behindsolid" ] = "inv_six_behindsolid"; // //The BMP's lost you! Go go go! level.scr_radio[ "inv_six_bmplostyou" ] = "inv_six_bmplostyou"; //That BMP's lost sight of you! Move! level.scr_radio[ "inv_six_bmplostyoumove" ] = "inv_six_bmplostyoumove"; //All right the BMP's lost you! Go go go! level.scr_radio[ "inv_six_bmplostyougo" ] = "inv_six_bmplostyougo"; // //Roach, neutralize that enemy armor. level.scr_radio[ "inv_six_neutralizearmor" ] = "inv_six_neutralizearmor"; //Destroy those APCs! level.scr_radio[ "inv_six_destroyapcs" ] = "inv_six_destroyapcs"; //There's still one BMP left! level.scr_radio[ "inv_six_stillonebmp" ] = "inv_six_stillonebmp"; //Waste that BMP now! level.scr_radio[ "inv_six_wastethatbmpnow" ] = "inv_six_wastethatbmpnow"; /// //Team, we're inside, we've got the President! level.scr_radio[ "inv_six_gotthepresident" ] = "inv_six_gotthepresident"; //Friendly convoy is oscar mike. level.scr_radio[ "inv_six_friedlyconvoy" ] = "inv_six_friedlyconvoy"; ///////////////////////////////NOT IN //Hostile paratrooper on the roof. level.scr_sound[ "raptor" ][ "inv_six_paratrooper" ] = "inv_six_paratrooper"; //level.scr_radio[ "inv_six_paratrooper" ] = "inv_six_paratrooper"; //Enemy paratrooper at our 12. level.scr_sound[ "raptor" ][ "inv_six_enemyptroop" ] = "inv_six_enemyptroop"; //level.scr_radio[ "inv_six_enemyptroop" ] = "inv_six_enemyptroop"; //Russian paratrooper coming down at our 12 o'clock. level.scr_sound[ "raptor" ][ "inv_six_rusptroop" ] = "inv_six_rusptroop"; //level.scr_radio[ "inv_six_rusptroop" ] = "inv_six_rusptroop"; //Taco: Roger that. level.scr_sound[ "taco" ][ "inv_tco_rogerthat" ] = "inv_tco_rogerthat"; //Team, shift your fire to the west. level.scr_radio[ "inv_six_shiftfirew" ] = "inv_six_shiftfirew"; //Team, contacts to the west. level.scr_radio[ "inv_six_contactsw" ] = "inv_six_contactsw"; //Got an enemy smokescreen to the west. level.scr_radio[ "inv_tco_smokescrwest" ] = "inv_tco_smokescrwest"; // vvvvvvvvvvv NEW BT ROOF vvvvvvvvvvvvvvvvvv //Taco, get on the roof of Burger Town and provide overwatch! Roach, regroup on me! We're gonna move the package! level.scr_radio[ "inv_six_overwatch" ] = "inv_six_overwatch"; //Roger that! Moving! Roach - regroup with the squad, go! level.scr_radio[ "inv_tco_regroupsquad" ] = "inv_tco_regroupsquad"; //Roach, on me! Regroup with the squad! level.scr_radio[ "inv_six_roachonme" ] = "inv_six_roachonme"; //Roach, Taco's got the roof covered! We need you back here! Move! level.scr_radio[ "inv_six_backhere" ] = "inv_six_backhere"; // BT DEFEND //Roach, use the UAV on the infantry! level.scr_radio[ "inv_six_theinfantry" ] = "inv_six_theinfantry"; //Roach use the UAV on that armor! level.scr_radio[ "inv_six_thatarmor" ] = "inv_six_thatarmor"; //Stay with us Roach! //level.scr_radio[ "inv_six_staywithus" ] = "inv_six_staywithus"; //Get over here! //level.scr_radio[ "inv_six_getoverhere" ] = "inv_six_getoverhere"; // HUMVEE INTRO //The Russians have everything east of I-95! My sector's gonna fall within the hour! level.scr_radio[ "inv_gm1_eastof95" ] = "inv_gm1_eastof95"; //We've lost contact with Annapolis, where is the air support! level.scr_radio[ "inv_gm2_airsupport" ] = "inv_gm2_airsupport"; //Counterbattery fire is unable to engage! Enemy paratroopers have infiltrated their positions, we are cut off, I repeat we are cut off! level.scr_radio[ "inv_gm3_cutoff" ] = "inv_gm3_cutoff"; //Broken arrow broken arrow! Drop that thousand pounder on the red smoke, now! level.scr_radio[ "inv_gm4_brokenarrow" ] = "inv_gm4_brokenarrow"; //Interrogative, can your Harriers take out the interchange at I-495 and US-50 over? level.scr_radio[ "inv_gm1_495and50" ] = "inv_gm1_495and50"; // YARDS STORY //Overlord this is Raptor Six requesting air support, over! level.scr_sound[ "raptor" ][ "inv_six_reqairsupport" ] = "inv_six_reqairsupport"; //Raptor Six, all air support is already engaged. Additional ground support is enroute to your position but has encountered heavy resistance, over. level.scr_sound[ "raptor" ][ "inv_hqr_engaged" ] = "inv_hqr_engaged"; //Roger that Overlord. Be advised we have encountered enemy armor and are proceeding on foot, over. level.scr_sound[ "raptor" ][ "inv_six_onfoot" ] = "inv_six_onfoot"; //Overlord copies all. Good luck. Out. level.scr_sound[ "raptor" ][ "inv_hqr_goodluck" ] = "inv_hqr_goodluck"; //////////////////////// NEW FEB 11 //The convoy's here! Everyone on me! We're getting the hell outta here! Let's go, let's go!! level.scr_radio[ "inv_six_convoyshere" ] = "inv_six_convoyshere"; //Ramirez! The convoy is just south of Burgertown, get your ass over here! Move! level.scr_radio[ "inv_six_southofbtown" ] = "inv_six_southofbtown"; //Ramirez! We gotta get back to the convoy! Let's go! level.scr_radio[ "inv_tco_backtoconvoy" ] = "inv_tco_backtoconvoy"; ///IN: //Hang right and stay behind it! level.scr_sound[ "raptor" ][ "inv_six_staybehind" ] = "inv_six_staybehind"; //Ramirez, throw some Semtex on that BMP! level.scr_sound[ "raptor" ][ "inv_six_throwsemtex" ] = "inv_six_throwsemtex"; //Ramirez, get some Semtex on that BMP! level.scr_sound[ "raptor" ][ "inv_six_getsemtex" ] = "inv_six_getsemtex"; //Ramirez, destroy that BMP with Semtex! level.scr_sound[ "raptor" ][ "inv_six_destroy" ] = "inv_six_destroy"; //INTRO //Hunter Two-One this is Overlord. We got a visual on an enemy attack helicopter headed for your area, over. level.scr_radio[ "inv_hqr_enemyhelo" ] = "inv_hqr_enemyhelo"; //Hunter Two-One, be advised, enemy helo approaching your sector. CAP is unavailable at this time, good luck, over. level.scr_radio[ "inv_hqr_capunavail" ] = "inv_hqr_capunavail"; //Solid copy Overlord. Ramirez! Take down that helicopter! Go! level.scr_radio[ "inv_six_takedown" ] = "inv_six_takedown"; //HELP //Ramirez! I saw a couple Stingers on the roof of Nate's! Use 'em to take down that sonofabitch! Go! level.scr_radio[ "inv_tco_roofofnates" ] = "inv_tco_roofofnates"; //Ramirez! There's Stingers on the roof of Nate's restaurant! Use 'em to kill that helo! Go! Go! level.scr_radio[ "inv_tco_killthathelo" ] = "inv_tco_killthathelo"; //Ramirez! I saw some Stinger missiles in that diner to the west! Use them to to dispatch that chopper! I'll cover you! Go! level.scr_radio[ "inv_tco_dispatchchopper" ] = "inv_tco_dispatchchopper"; //Ramirez! There's Stinger missiles in that stockpile to the west, inside the diner! Move! I got ya covered! level.scr_radio[ "inv_tco_insidediner" ] = "inv_tco_insidediner"; //SECOND //Hunter Two-One, relay from Goliath One: you got an enemy helicopter loaded for bear, approaching your area, over. level.scr_radio[ "inv_hqr_relaygol1" ] = "inv_hqr_relaygol1"; //Eyes up!!! Enemy gunship comin' in hot!!! level.scr_radio[ "inv_tco_eyesup" ] = "inv_tco_eyesup"; //Roger Overlord, Hunter copies all. Ramirez, we've got another enemy helo, take it out!! level.scr_radio[ "inv_six_anotherhelo" ] = "inv_six_anotherhelo"; //NAGS //Ramirez, take out that helicopter before the convoy arrives!! Move!! level.scr_radio[ "inv_six_beforeconvoy" ] = "inv_six_beforeconvoy"; //Ramirez, find an anti-aircraft weapon and take out the gunship!! level.scr_radio[ "inv_six_antiaircraft" ] = "inv_six_antiaircraft"; //Ramirez! Take out that gunship before the convoy arrives! Go! Go! level.scr_radio[ "inv_six_takegunship" ] = "inv_six_takegunship"; /////////////IN: // Someone just fired a missile at the UAV! level.scr_radio[ "inv_tco_firedmissile" ] = "inv_tco_firedmissile"; //Be advised, the UAV is offline I repeat, the UAV is offline!! level.scr_radio[ "inv_tco_uavoffline" ] = "inv_tco_uavoffline"; /////////////IN: //Hunter Two-One this is Overlord Actual, we're seeing enemy reinforcements to your north, over. level.scr_radio[ "inv_hqr_enemynorth" ] = "inv_hqr_enemynorth"; //Be advised Hunter Two-One, you got enemy infantry by that bank to the north, over. level.scr_radio[ "inv_hqr_banktonorth" ] = "inv_hqr_banktonorth"; //Hunter Two-One, be advised, enemy foot-mobiles approaching north of your location, over. level.scr_radio[ "inv_hqr_footmobiles" ] = "inv_hqr_footmobiles"; //Hunter Two-One, Overlord. Enemy foot-mobiles approaching you from the southeast, over. level.scr_radio[ "inv_hqr_southeast" ] = "inv_hqr_southeast"; //Hunter Two-One, Goliath One has a visual on hostiles coming from the southeast, over. level.scr_radio[ "inv_hqr_visualse" ] = "inv_hqr_visualse"; //Hunter Two-One, be advised, enemy foot-mobiles have been sighted near the taco joint, over. level.scr_radio[ "inv_hqr_tacojoint" ] = "inv_hqr_tacojoint"; //Hunter Two-One, Hunter Four has a visual on hostiles near the Nova gas station, over. level.scr_radio[ "inv_hqr_novagasstation" ] = "inv_hqr_novagasstation"; //Hunter Two-One, relay from Goliath Two, enemy reinforcements approaching from the west, over. level.scr_radio[ "inv_hqr_enemywest" ] = "inv_hqr_enemywest"; //Hunter Two-One, tangos approaching near the diner to the west, over. level.scr_radio[ "inv_hqr_dinerwest" ] = "inv_hqr_dinerwest"; //Additional ground support is en route to your position but has encountered heavy resistance, over. level.scr_sound[ "raptor" ][ "inv_hqr_engaged2" ] = "inv_hqr_engaged2"; //Be advised, we have encountered enemy armor and are proceeding on foot, over. level.scr_sound[ "raptor" ][ "inv_six_onfoot2" ] = "inv_six_onfoot2"; //Sarge, did HQ just tell us to 'F' ourselves? level.scr_sound[ "raptor" ][ "inv_tco_fourselves" ] = "inv_tco_fourselves"; //Pretty much, Corporal! level.scr_sound[ "taco" ][ "inv_six_prettymuch" ] = "inv_six_prettymuch"; //I have a visual on an enemy UAV operator remote-piloting those missiles! level.scr_radio[ "inv_tco_uavop" ] = "inv_tco_uavop"; //He's inside that diner to the west, over! level.scr_radio[ "inv_tco_uavop2" ] = "inv_tco_uavop2"; //Ramirez! Get over there, and kill that SOB! level.scr_radio[ "inv_six_killthatsob" ] = "inv_six_killthatsob"; //I'm sending part of the squad to help you out! Go! level.scr_radio[ "inv_six_killthatsob2" ] = "inv_six_killthatsob2"; //Good effect on target. That's a kill. One more to go. level.scr_radio[ "inv_six_onemore" ] = "inv_six_onemore"; //The door is shut - you guys keep Ivan out. level.scr_radio[ "inv_six_gotthepresident2" ] = "inv_six_gotthepresident2"; //Ramirez, use the UAV! We got incoming infantry! level.scr_radio[ "inv_six_theinfantry2" ] = "inv_six_theinfantry2"; //Use 'em to take down that sonofabitch! Go! level.scr_radio[ "inv_tco_roofofnates2" ] = "inv_tco_roofofnates2"; //Use 'em to kill that helo! Go! Go! level.scr_radio[ "inv_tco_killthathelo2" ] = "inv_tco_killthathelo2"; //Ramirez! Check the roof of Nate's restaurant! I saw some Stingers up there! level.scr_radio[ "inv_six_checktheroof" ] = "inv_six_checktheroof"; //Ramirez! There's some Stingers by the supply drop on the roof of Nate's! level.scr_radio[ "inv_six_supplydroponroof" ] = "inv_six_supplydroponroof"; //Use it to to dispatch that chopper! I'll cover you! Go! level.scr_radio[ "inv_tco_dispatchchopper2" ] = "inv_tco_dispatchchopper2"; //Ramirez! Next to the gas station to the west is a diner! Check there for a Stinger missile! level.scr_radio[ "inv_tco_nexttostation" ] = "inv_tco_nexttostation"; //Ramirez! I saw a Stinger missile in the diner where we got the UAV control rig! level.scr_radio[ "inv_tco_dineruav" ] = "inv_tco_dineruav"; ///in //Corporal Dunn, give me a sitrep on Raptor, over. level.scr_radio[ "inv_six_sitreponraptor" ] = "inv_six_sitreponraptor"; //Raptor is secure and stable. level.scr_radio[ "inv_tco_secureandstable" ] = "inv_tco_secureandstable"; //Everyone lock and load! We're going to move from here to the Burger Town as a group, hua? level.scr_radio[ "inv_six_lockandload" ] = "inv_six_lockandload"; //On three! level.scr_radio[ "inv_six_onthree" ] = "inv_six_onthree"; //One! level.scr_radio[ "inv_six_one" ] = "inv_six_one"; //Two! level.scr_radio[ "inv_six_two" ] = "inv_six_two"; //Three!! level.scr_radio[ "inv_six_three" ] = "inv_six_three"; //Go go go! level.scr_radio[ "inv_six_gogogo2" ] = "inv_six_gogogo2"; //Squad, concentrate all your fire on that that gunship! Take it out!!! level.scr_radio[ "inv_six_concentratefire" ] = "inv_six_concentratefire"; //Keep firing!! Take it down!!! level.scr_radio[ "inv_six_keepfiring" ] = "inv_six_keepfiring"; //Tangos on the roof behind us! level.scr_sound[ "raptor" ][ "inv_six_roofbehind" ] = "inv_six_roofbehind"; //Our perimeter is breached! Enemies on the roof! level.scr_sound[ "raptor" ][ "inv_six_enemiesonroof" ] = "inv_six_enemiesonroof"; //Contact! Hostiles are on our roof! Inside our perimeter! level.scr_sound[ "raptor" ][ "inv_six_insideperim" ] = "inv_six_insideperim"; //Squad! Hostiles on the roof! Turn around! level.scr_sound[ "raptor" ][ "inv_six_turnaround" ] = "inv_six_turnaround"; // MikeD: Used for _remotemissile level.uav_radio_initialized = true; //Hunter Two-One Hellfire missile is online. //level.scr_radio[ "uav_online_variant" ][0] = "inv_hqr_hellfireonline"; //Hunter Two-One AGM missile is online. // level.scr_radio[ "inv_hqr_hellfireonline" ] = "inv_hqr_hellfireonline"; //Hellfire missile is online. //level.scr_radio[ "uav_online_variant" ][1] = "inv_hqr_hellfireonline2"; //AGM missile is online. // level.scr_radio[ "inv_hqr_hellfireonline2" ] = "inv_hqr_hellfireonline2"; //Hellfire missile is online. I repeat Hellfire missile is online. //level.scr_radio[ "uav_online_variant" ][2] = "inv_hqr_hellfireonline3"; //AGM missile is online. I repeat AGM missile is online. // level.scr_radio[ "inv_hqr_hellfireonline3" ] = "inv_hqr_hellfireonline3"; //Hellfires are off line. level.scr_radio[ "uav_offline" ] = "inv_hqr_hellfireoffline"; //AGMs are off line. // level.scr_radio[ "inv_hqr_hellfireoffline" ] = "inv_hqr_hellfireoffline"; //The predator drone is off line. // level.scr_radio[ "inv_hqr_predatoroffline" ] = "inv_hqr_predatoroffline"; //The UAV is off line. // level.scr_radio[ "inv_hqr_predatoroffline" ] = "inv_hqr_predatoroffline"; //Predator drone is off line. // level.scr_radio[ "inv_hqr_predatoroffline2" ] = "inv_hqr_predatoroffline2"; //UAV is off line. // level.scr_radio[ "inv_hqr_predatoroffline2" ] = "inv_hqr_predatoroffline2"; //Hellfires are down hunter two one. level.scr_radio[ "uav_down" ] = "inv_hqr_hellfiredown"; //AGMs are down hunter two one. // level.scr_radio[ "inv_hqr_hellfiredown" ] = "inv_hqr_hellfiredown"; level.scr_radio[ "uav_down_variant" ][0] = "inv_hqr_hellfiredown"; level.scr_radio[ "uav_down_variant" ][1] = "inv_hqr_predatoroffline"; level.scr_radio[ "uav_down_variant" ][2] = "inv_hqr_hellfireoffline"; level.scr_radio[ "uav_down_variant" ][3] = "inv_hqr_predatoroffline2"; //That looks to be at least five no, ten kills, hunter two one. Keep it up. level.scr_radio[ "inv_hqr_fivenotenkills" ] = "inv_hqr_fivenotenkills"; //Oh man. Thats at least ten more confirms hunter two one. Good shooting. level.scr_radio[ "inv_hqr_tenmoreconfirms" ] = "inv_hqr_tenmoreconfirms"; //Ten plus KIAs. Good hit. Good hit. level.scr_radio[ "inv_hqr_tenpluskia" ] = "inv_hqr_tenpluskia"; //Five plus confirmed kills. Nice work. Hunter two one. level.scr_radio[ "inv_hqr_fiveplus" ] = "inv_hqr_fiveplus"; //Hunter two one, thats another five plus confirmed. level.scr_radio[ "inv_hqr_another5plus" ] = "inv_hqr_another5plus"; //Good hit. More than five KIAs. level.scr_radio[ "inv_hqr_morethanfive" ] = "inv_hqr_morethanfive"; //You got 'em. Good kill. level.scr_radio[ "inv_hqr_yougotem" ] = "inv_hqr_yougotem"; //Good kills hunter two one. Good kills. level.scr_radio[ "inv_hqr_goodkills" ] = "inv_hqr_goodkills"; //Thats a direct hit hunter two one, keep up the fire. level.scr_radio[ "inv_hqr_directhit" ] = "inv_hqr_directhit"; //He's down. level.scr_radio[ "inv_hqr_hesdown" ] = "inv_hqr_hesdown"; //Use the cover of the smoke to run past the BTR into the alley! level.scr_sound[ "raptor" ][ "inv_six_coverofsmoke" ] = "inv_six_coverofsmoke"; //Ramirez! Come to alley! level.scr_sound[ "raptor" ][ "inv_six_cometoalley" ] = "inv_six_cometoalley"; //Squad, we still got 2,000 civvies in Arcadia! If you got family there it's your lucky day - we're gonna go save their lives! level.scr_radio[ "inv_fly_2kcivvies" ] = "inv_fly_2kcivvies"; } //need go to diner nags //level.raptor anim_single_queue( level.raptor, "inv_six_getbackfromapc" ); //radio_dialogue( soundAlias, timeout ); /* //LOCAL HOUSE DESTROYER //LOCAL PIZZA TO CRASH //Seal Six-One: Roach! Get back from that APC! level.raptor anim_single_queue( level.raptor, "inv_six_getbackfromapc" ); //RADIO */