#include maps\_utility; main() { //------------------------------------------------------------------------------------------------- // 1 ) Check your fire, you're shootin' at friendlies - watch for the blinking strobes those are our guys! // 2 ) Uh, you're firing too close to the friendlies, I repeat, you're firing too close to the friendlies. Watch for those IR strobes. // 3 ) Be careful! You almost killed our guys there! level.scr_sound[ "fco" ][ "ac130_fco_firingtoclose" ] = "ac130_fco_firingtoclose"; //------------------------------------------------------------------------------------------------- //CONTEXT SENSATIVE DIALOG //------------------------------------------------------------------------------------------------- add_context_sensative_dialog( "ai", "in_sight", 0, "ac130_fco_moreenemy" ); // More enemy personnel. add_context_sensative_dialog( "ai", "in_sight", 1, "ac130_fco_getthatguy" ); // Get that guy. add_context_sensative_dialog( "ai", "in_sight", 2, "ac130_fco_guymovin" ); // Roger, guy movin'. add_context_sensative_dialog( "ai", "in_sight", 3, "ac130_fco_getperson" ); // Get that person. add_context_sensative_dialog( "ai", "in_sight", 4, "ac130_fco_guyrunnin" ); // Guy runnin'. add_context_sensative_dialog( "ai", "in_sight", 5, "ac130_fco_gotarunner" ); // Uh, we got a runner here. add_context_sensative_dialog( "ai", "in_sight", 6, "ac130_fco_backonthose" ); // Get back on those guys. add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him? add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there. add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys. add_context_sensative_dialog( "ai", "in_sight", 10, "ac130_fco_clearedtoengage" ); // Cleared to engage enemy personnel. add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light ‘em up. add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out. add_context_sensative_dialog( "ai", "in_sight", 13, "ac130_plt_clearedtoengage" ); // Cleared to engage all of those. add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage. add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke ‘em. add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking. add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking. add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he’s moving again. add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 ); add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground. add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him. add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving. add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up. add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy’s still moving. add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving. add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 ); add_context_sensative_dialog( "weapons", "105mm_ready", 0, "ac130_gnr_gunready1" ); add_context_sensative_dialog( "weapons", "105mm_fired", 0, "ac130_gnr_shot1" ); add_context_sensative_dialog( "plane", "rolling_in", 0, "ac130_plt_rollinin" ); add_context_sensative_dialog( "explosion", "secondary", 0, "ac130_nav_secondaries1" ); add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary1" ); add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary2" ); add_context_sensative_timeout( "explosion", "secondary", undefined, 7 ); add_context_sensative_dialog( "kill", "single", 0, "ac130_plt_gottahurt" ); // Ooo that's gotta hurt. add_context_sensative_dialog( "kill", "single", 1, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there. add_context_sensative_dialog( "kill", "single", 2, "ac130_fco_oopsiedaisy" ); // ( chuckling ) Oopsie - daisy. add_context_sensative_dialog( "kill", "single", 3, "ac130_fco_goodkill" ); // Good kill good kill. add_context_sensative_dialog( "kill", "single", 4, "ac130_fco_yougothim" ); // You got him. add_context_sensative_dialog( "kill", "single", 5, "ac130_fco_yougothim2" ); // You got him! add_context_sensative_dialog( "kill", "single", 6, "ac130_fco_thatsahit" ); // That's a hit. add_context_sensative_dialog( "kill", "single", 7, "ac130_fco_directhit" ); // Direct hit. add_context_sensative_dialog( "kill", "single", 8, "ac130_fco_rightontarget" ); // Yep, that was right on target. add_context_sensative_dialog( "kill", "single", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys. add_context_sensative_dialog( "kill", "single", 10, "ac130_fco_within2feet" ); // All right you got the guy. That might have been within two feet of him. add_context_sensative_dialog( "kill", "small_group", 0, "ac130_fco_nice" ); // ( chuckling ) Niiiice. add_context_sensative_dialog( "kill", "small_group", 1, "ac130_fco_directhits" ); // Yeah, direct hits right there. add_context_sensative_dialog( "kill", "small_group", 2, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there. add_context_sensative_dialog( "kill", "small_group", 3, "ac130_fco_goodkill" ); // Good kill good kill. add_context_sensative_dialog( "kill", "small_group", 4, "ac130_fco_yougothim" ); // You got him. add_context_sensative_dialog( "kill", "small_group", 5, "ac130_fco_yougothim2" ); // You got him! add_context_sensative_dialog( "kill", "small_group", 6, "ac130_fco_thatsahit" ); // That's a hit. add_context_sensative_dialog( "kill", "small_group", 7, "ac130_fco_directhit" ); // Direct hit. add_context_sensative_dialog( "kill", "small_group", 8, "ac130_fco_rightontarget" );// Yep, that was right on target. add_context_sensative_dialog( "kill", "small_group", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys. add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn1" ); // Hot damn! add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn2" ); // Hot damn! add_context_sensative_dialog( "kill", "large_group", 0, "ac130_fco_hotdamn3" ); // Hot damn! add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa1" ); // Whoa!!! add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa2" ); // Whoa!!! add_context_sensative_dialog( "kill", "large_group", 1, "ac130_tvo_whoa3" ); // Whoa!!! add_context_sensative_dialog( "kill", "large_group", 2, "ac130_fco_kaboom" ); // Ka - boom. add_context_sensative_dialog( "location", "car", 0, "ac130_fco_guybycar" ); // There’s a guy by that car. add_context_sensative_timeout( "location", "car", undefined, 40 ); add_context_sensative_dialog( "location", "truck", 0, "ac130_fco_guybytruck" ); // There’s one by that truck. add_context_sensative_timeout( "location", "truck", undefined, 12 ); add_context_sensative_dialog( "location", "building", 0, "ac130_fco_nailbybuilding1" ); add_context_sensative_timeout( "location", "building", undefined, 20 ); add_context_sensative_dialog( "location", "wall", 0, "ac130_tvo_coverbywall1" ); add_context_sensative_timeout( "location", "wall", undefined, 20 ); add_context_sensative_dialog( "location", "field", 0, "ac130_fco_crossingfield" ); // Enemies crossing the field. add_context_sensative_timeout( "location", "field", undefined, 20 ); add_context_sensative_dialog( "location", "road", 0, "ac130_fco_enemyonroad" ); // Enemy personnel on the road. add_context_sensative_timeout( "location", "road", undefined, 20 ); add_context_sensative_dialog( "location", "church", 0, "ac130_fco_outofchurch" ); // There's armed personnel running out of the church. add_context_sensative_timeout( "location", "church", undefined, 20 ); add_context_sensative_dialog( "location", "ditch", 0, "ac130_fco_headinforditch" ); // Yeah, he’s headin’ for the ditch. add_context_sensative_timeout( "location", "ditch", undefined, 20 ); add_context_sensative_dialog( "vehicle", "incoming", 0, "ac130_fco_movingvehicle" ); // We got a moving vehicle here. add_context_sensative_dialog( "vehicle", "incoming", 1, "ac130_fco_vehicleonmove" ); // We got a vehicle on the move. add_context_sensative_dialog( "vehicle", "incoming", 2, "ac130_plt_engvehicle" ); // You are cleared to engage the moving vehicle. add_context_sensative_dialog( "vehicle", "incoming", 3, "ac130_fco_getvehicle" ); // Crew, get the moving vehicle. add_context_sensative_dialog( "vehicle", "death", 0, "ac130_fco_confirmed" ); // Confirmed, vehicle neutralized. add_context_sensative_dialog( "vehicle", "death", 1, "ac130_fco_fulltank" ); // ( chuckling ) Shit, must've been a full tank of gas. add_context_sensative_dialog( "misc", "action", 0, "ac130_plt_scanrange" ); // Set scan range. add_context_sensative_timeout( "misc", "action", 0, 70 ); add_context_sensative_dialog( "misc", "action", 1, "ac130_plt_cleanup" ); // Clean up that signal. add_context_sensative_timeout( "misc", "action", 1, 80 ); add_context_sensative_dialog( "misc", "action", 2, "ac130_plt_targetreset" ); // Target reset. add_context_sensative_timeout( "misc", "action", 2, 55 ); add_context_sensative_dialog( "misc", "action", 3, "ac130_plt_azimuthsweep" ); // Recalibrate azimuth sweep angle. Adjust elevation scan. add_context_sensative_timeout( "misc", "action", 3, 100 ); } add_context_sensative_dialog( name1, name2, group, soundAlias ) { assert( isdefined( name1 ) ); assert( isdefined( name2 ) ); assert( isdefined( group ) ); assert( isdefined( soundAlias ) ); assert( soundexists( soundAlias ) == true ); if ( ( !isdefined( level.scr_sound[ name1 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ][ group ] ) ) ) { // creating group for the first time level.scr_sound[ name1 ][ name2 ][ group ] = spawnStruct(); level.scr_sound[ name1 ][ name2 ][ group ].played = false; level.scr_sound[ name1 ][ name2 ][ group ].sounds = []; } //group exists, add the sound to the array index = level.scr_sound[ name1 ][ name2 ][ group ].sounds.size; level.scr_sound[ name1 ][ name2 ][ group ].sounds[ index ] = soundAlias; } add_context_sensative_timeout( name1, name2, groupNum, timeoutDuration ) { if ( !isdefined( level.context_sensative_dialog_timeouts ) ) level.context_sensative_dialog_timeouts = []; createStruct = false; if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ] ) ) createStruct = true; else if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ] ) ) createStruct = true; if ( createStruct ) level.context_sensative_dialog_timeouts[ name1 ][ name2 ] = spawnStruct(); if ( isdefined( groupNum ) ) { level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups = []; level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] = spawnStruct(); level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] = timeoutDuration * 1000; level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] = ( timeoutDuration * - 1000 ); } else { level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] = timeoutDuration * 1000; level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] = ( timeoutDuration * - 1000 ); } }