#include common_scripts\utility; #include maps\_utility; #include maps\_anim; main() { generic_human(); vehicles(); script_model(); dialog(); } #using_animtree( "generic_human" ); generic_human() { level.scr_anim[ "zpu_gunner" ][ "fire_a" ] = %zpu_gunner_fire_a; level.scr_anim[ "zpu_gunner" ][ "fire_b" ] = %zpu_gunner_fire_b; level.scr_anim[ "zpu_gunner" ][ "gunnerdeath" ] = %zpu_gunner_deathslouch; level.scr_anim[ "zpu_gunner" ][ "death_idle" ][ 0 ] = %zpu_gunner_deathslouchidle; level.scr_anim[ "zpu_gunner" ][ "dismount" ] = %zpu_gunner_dismount; level.scr_anim[ "fridge_guy" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle; level.scr_anim[ "fridge_guy" ][ "fridge_react" ] = %arcadia_fridge_react; level.scr_anim[ "panicroom_enemy" ][ "ending_pose" ] = %arcadia_ending_sceneA_enemy2_death_pose; level.scr_anim[ "panicroom_hvi" ][ "ending_pose" ] = %arcadia_ending_sceneA_dead_civilian; level.scr_anim[ "dunn" ][ "ending" ] = %arcadia_ending_sceneB_guy2; addNotetrack_dialogue( "dunn", "dialog", "ending", "arcadia_cpd_checkouttats" ); addNotetrack_attach( "dunn", "attach_camera", "electronics_camera_pointandshoot_animated", "tag_inhand", "ending" ); addNotetrack_detach( "dunn", "detach_camera", "electronics_camera_pointandshoot_animated", "tag_inhand", "ending" ); addOnStart_animSound( "dunn", "ending", "scn_arcadia_photographer" ); addNotetrack_animSound( "dunn", "ending", "camera_shutter", "scn_arcadia_photo_snap" ); level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk; level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch; level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored; level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk; level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn; level.scr_face[ "foley" ][ "arcadia_fly_nosign" ] = %arcadia_fly_nosign; level.scr_face[ "foley" ][ "arcadia_fly_getthatbriefcase" ] = %arcadia_fly_getthatbriefcase; level.scr_face[ "foley" ][ "arcadia_fly_photosforg2" ] = %arcadia_fly_photosforg2; level.scr_face[ "foley" ][ "arcadia_fly_notgoingtolike" ] = %arcadia_fly_notgoingtolike; level.scr_face[ "foley" ][ "arcadia_fly_overlordhvi" ] = %arcadia_fly_overlordhvi; } #using_animtree( "vehicles" ); vehicles() { level.scr_animtree[ "zpu_turret" ] = #animtree; level.scr_model[ "zpu_turret" ] = "vehicle_zpu4"; level.scr_anim[ "zpu_turret" ][ "fire_a" ] = %zpu_gun_fire_a; level.scr_anim[ "zpu_turret" ][ "fire_b" ] = %zpu_gun_fire_b; level.scr_anim[ "zpu_turret" ][ "idle" ] = %zpu_gun_stop; addNotetrack_customFunction( "zpu_turret", "fire_1", maps\arcadia_code::zpu_shoot1 ); addNotetrack_customFunction( "zpu_turret", "fire_2", maps\arcadia_code::zpu_shoot2 ); } #using_animtree( "script_model" ); script_model() { level.scr_animtree[ "distant_parachute_left" ] = #animtree; level.scr_model[ "distant_parachute_left" ] = "parachute_deploy"; level.scr_anim[ "distant_parachute_left" ][ "drop1" ] = %paratrooper_jump_leftA_chute; level.scr_anim[ "distant_parachute_left" ][ "drop2" ] = %paratrooper_jump_leftB_chute; level.scr_animtree[ "distant_parachute_right" ] = #animtree; level.scr_model[ "distant_parachute_right" ] = "parachute_deploy"; level.scr_anim[ "distant_parachute_right" ][ "drop1" ] = %paratrooper_jump_RightA_chute; level.scr_anim[ "distant_parachute_right" ][ "drop2" ] = %paratrooper_jump_RightB_chute; level.scr_animtree[ "distant_parachute_left_guy" ] = #animtree; level.scr_animtree[ "distant_parachute_right_guy" ] = #animtree; level.scr_anim[ "distant_parachute_left_guy" ][ "drop1" ] = %paratrooper_jump_leftA_guy; level.scr_anim[ "distant_parachute_left_guy" ][ "drop2" ] = %paratrooper_jump_leftB_guy; level.scr_anim[ "distant_parachute_right_guy" ][ "drop1" ] = %paratrooper_jump_RightA_guy; level.scr_anim[ "distant_parachute_right_guy" ][ "drop2" ] = %paratrooper_jump_RightB_guy; level.scr_animtree[ "fridge" ] = #animtree; level.scr_anim[ "fridge" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle_fridgerig; level.scr_anim[ "fridge" ][ "fridge_react" ] = %arcadia_fridge_react_fridgerig; } dialog() { //----------------------------------------- // Opening mission dialog //----------------------------------------- // Hunter Two-One, this is Hunter Two-One Actual. Our evac choppers are taking heavy losses from ground fire! level.scr_sound[ "foley" ][ "arcadia_fly_heavylosses" ] = "arcadia_fly_heavylosses"; // We gotta destroy those triple-A positions so they can get the rest of the civvies outta here! Let's go! level.scr_sound[ "foley" ][ "arcadia_fly_destroytriplea" ] = "arcadia_fly_destroytriplea"; //----------------------------------------- // After checkpoint - mission dialog //----------------------------------------- // Hunter Two-One-Actual, Overlord. Gimme a sitrep over. level.scr_radio[ "arcadia_hqr_sitrep" ] = "arcadia_hqr_sitrep"; // We're just past the enemy blockade at Checkpoint Lima. Now proceeding into Arcadia, over. level.scr_sound[ "foley" ][ "arcadia_fly_intoarcadia" ] = "arcadia_fly_intoarcadia"; // Roger that. I have new orders for you. This comes down from the top, over. level.scr_radio[ "arcadia_hqr_neworders" ] = "arcadia_hqr_neworders"; // Solid copy Overlord, send it. level.scr_sound[ "foley" ][ "arcadia_fly_solidcopy" ] = "arcadia_fly_solidcopy"; // Your team is to divert to 4677 Brookmere Road after you have eliminated the triple-A. level.scr_radio[ "arcadia_hqr_divertto4677" ] = "arcadia_hqr_divertto4677"; // Solid copy Overlord. Divert to 4677 Brookmere Road once the guns are destroyed. Got it. level.scr_sound[ "foley" ][ "arcadia_fly_divertto4677" ] = "arcadia_fly_divertto4677"; // Check back with me when you've completed your main objective. Overlord out. level.scr_radio[ "arcadia_hqr_checkback" ] = "arcadia_hqr_checkback"; // Look look! That's an AC-130 man. level.scr_sound[ "generic" ][ "arcadia_ar1_lookac130" ] = "arcadia_ar1_lookac130"; // That's why they don't fly during the day soldier. level.scr_sound[ "generic" ][ "arcadia_ar2_dontfly" ] = "arcadia_ar2_dontfly"; // Damn…sucks to be them… level.scr_sound[ "generic" ][ "arcadia_ar1_suckstobethem" ] = "arcadia_ar1_suckstobethem"; // Huah. level.scr_sound[ "generic" ][ "arcadia_ar2_huah" ] = "arcadia_ar2_huah"; //----------------------------------------- // Player designates a valid stryker target //----------------------------------------- // Roger, we have a lock. Engaging target. level.scr_radio[ "arcadia_str_wehavelock" ] = "arcadia_str_wehavelock"; // Badger One copies, engaging your target. level.scr_radio[ "arcadia_str_engaging" ] = "arcadia_str_engaging"; // Roger, attacking your target. level.scr_radio[ "arcadia_str_attacking" ] = "arcadia_str_attacking"; // Solid copy. Engaging target. level.scr_radio[ "arcadia_str_solidcopyeng" ] = "arcadia_str_solidcopyeng"; // Roger, we have a lock. Engaging house. level.scr_radio[ "arcadia_str_havealock" ] = "arcadia_str_havealock"; // Badger One copies, engaging house. level.scr_radio[ "arcadia_str_badgeronecopies" ] = "arcadia_str_badgeronecopies"; // Roger, attacking vehicle. level.scr_radio[ "arcadia_str_attackingvehicle" ] = "arcadia_str_attackingvehicle"; // Roger. Engaging enemy chopper level.scr_radio[ "arcadia_str_engchopper" ] = "arcadia_str_engchopper"; // Solid copy. Engaging infantry. level.scr_radio[ "arcadia_str_engaginginfantry" ] = "arcadia_str_engaginginfantry"; // Solid copy. Engaging vehicle. level.scr_radio[ "arcadia_str_engagingvehicle" ] = "arcadia_str_engagingvehicle"; // Badger One copies, engaging enemies at apartment office. level.scr_radio[ "arcadia_str_apartmentoffice" ] = "arcadia_str_apartmentoffice"; // Roger, attacking targets at security station. level.scr_radio[ "arcadia_str_securitystation" ] = "arcadia_str_securitystation"; // Confirmed, engaging enemies at checkpoint. level.scr_radio[ "arcadia_str_checkpoint" ] = "arcadia_str_checkpoint"; // Badger One engaging enemies at the yellow house level.scr_radio[ "arcadia_str_engyellowhouse" ] = "arcadia_str_engyellowhouse"; // Copy. Targeting enemies at the grey house level.scr_radio[ "arcadia_str_targgreyhouse" ] = "arcadia_str_targgreyhouse"; // Roger, engaging targets near the fire truck level.scr_radio[ "arcadia_str_engfiretruck" ] = "arcadia_str_engfiretruck"; // Confirmed, suppressing enemies near the police car level.scr_radio[ "arcadia_str_confpolicecar" ] = "arcadia_str_confpolicecar"; //----------------------------------------- // Stryker finished firing at target area //----------------------------------------- // Badger One to Hunter Two, target destroyed. level.scr_radio[ "arcadia_str_targdestroyed" ] = "arcadia_str_targdestroyed"; // Badger One to Hunter Two, area suppressed. level.scr_radio[ "arcadia_str_areasuppressed" ] = "arcadia_str_areasuppressed"; // Badger One to Hunter Two, target area suppressed. level.scr_radio[ "arcadia_str_tasuppressed" ] = "arcadia_str_tasuppressed"; //----------------------------------------- // Player designates an invalid target or out of range //----------------------------------------- // Uh, negative, that target is out of range, over. level.scr_radio[ "arcadia_str_uhnegative" ] = "arcadia_str_uhnegative"; // Negative, that's an invalid target over. level.scr_radio[ "arcadia_str_invalidtarget" ] = "arcadia_str_invalidtarget"; // Negative, that target's outta range! level.scr_radio[ "arcadia_str_outtarange" ] = "arcadia_str_outtarange"; // Target is out of range. level.scr_radio[ "arcadia_str_outofrange" ] = "arcadia_str_outofrange"; //----------------------------------------- // Stryker is about to advance //----------------------------------------- // Stand clear, we're rollin'. level.scr_radio[ "arcadia_str_wererollin" ] = "arcadia_str_wererollin"; // Be advised, we're movin' up. Stand clear. level.scr_radio[ "arcadia_str_standclear" ] = "arcadia_str_standclear"; // All ground units, stand clear. Badger One is oscar mike. level.scr_radio[ "arcadia_str_oscarmike" ] = "arcadia_str_oscarmike"; //----------------------------------------- // Stryker is staying put //----------------------------------------- // Badger One holding position. level.scr_radio[ "arcadia_str_holdingposition" ] = "arcadia_str_holdingposition"; //----------------------------------------- // Calling out enemies in the houses //----------------------------------------- // We got hostiles in the yellow house! level.scr_sound[ "foley" ][ "arcadia_fly_yellowhouse" ] = "arcadia_fly_yellowhouse"; // Enemies in the grey house!!! level.scr_sound[ "dunn" ][ "arcadia_cpd_greyhouse" ] = "arcadia_cpd_greyhouse"; // Squad, we got hostiles that grey house! Take 'em out!! level.scr_sound[ "foley" ][ "arcadia_fly_greyhouse" ] = "arcadia_fly_greyhouse"; // Squad, put suppressing fire on that house!! level.scr_sound[ "foley" ][ "arcadia_fly_suppressingfire" ] = "arcadia_fly_suppressingfire"; // Squad, concentrate your fire on that house!! level.scr_sound[ "foley" ][ "arcadia_fly_suppressingfire" ] = "arcadia_fly_suppressingfire"; // Enemy foot-mobiles by the apartments! level.scr_sound[ "dunn" ][ "arcadia_cpd_apartments" ] = "arcadia_cpd_apartments"; // Roger that, enemy foot-mobiles by the apartments, take 'em ouuut!! level.scr_sound[ "foley" ][ "arcadia_fly_apartments" ] = "arcadia_fly_apartments"; //----------------------------------------- // Remind player to use laser designator //----------------------------------------- // Use your designator! Lase targets for the Stryker! level.scr_sound[ "foley" ][ "arcadia_fly_usedesignator" ] = "arcadia_fly_usedesignator"; // Squad, use your laser designators! Paint targets for the Stryker! level.scr_sound[ "foley" ][ "arcadia_fly_painttargets" ] = "arcadia_fly_painttargets"; // All Hunter units, this is Badger One. Lase the target, over. level.scr_radio[ "arcadia_str_lasetarget" ] = "arcadia_str_lasetarget"; // All Hunter units, this is Badger One. Standing by to engage your targets, over. level.scr_radio[ "arcadia_str_standingby" ] = "arcadia_str_standingby"; // All Hunter teams, this is Badger One. Paint the target, over. level.scr_radio[ "arcadia_str_painttarget" ] = "arcadia_str_painttarget"; //----------------------------------------- // Player eliminated RPG threats //----------------------------------------- // Thanks for the assist, Hunter Two-One. level.scr_radio[ "arcadia_str_thanks" ] = "arcadia_str_thanks"; // Nice work, Hunter Two-One. Thanks for the assist. level.scr_radio[ "arcadia_str_nicework" ] = "arcadia_str_nicework"; //----------------------------------------- // Friendlies move up //----------------------------------------- // Everyone move up! level.scr_sound[ "foley" ][ "arcadia_fly_everyoneup" ] = "arcadia_fly_everyoneup"; // Move up! level.scr_sound[ "foley" ][ "arcadia_fly_moveup" ] = "arcadia_fly_moveup"; // Move up!!! level.scr_sound[ "dunn" ][ "arcadia_cpd_moveup" ] = "arcadia_cpd_moveup"; // Let's go, let's go!! level.scr_sound[ "dunn" ][ "arcadia_cpd_letsgo" ] = "arcadia_cpd_letsgo"; //----------------------------------------- // Stryker dies //----------------------------------------- // All Hunter units, be advised, we just lost Badger One. Stryker support is unavailable, I repeat, Stryker support is unavailable. Make do with what you got. Out. level.scr_sound[ "foley" ][ "arcadia_fly_lostbadgerone" ] = "arcadia_fly_lostbadgerone"; //----------------------------------------- // Use houses for cover, get off streets //----------------------------------------- // Get off the streets, use the houses for cover!! level.scr_sound[ "foley" ][ "arcadia_fly_offstreets" ] = "arcadia_fly_offstreets"; // Flank 'em through the houses!! Go go go!! level.scr_sound[ "foley" ][ "arcadia_fly_flankthruhouses" ] = "arcadia_fly_flankthruhouses"; // Squad, move up through these houses, let's go, let's go!! level.scr_sound[ "foley" ][ "arcadia_fly_movethruhouses" ] = "arcadia_fly_movethruhouses"; // Get off the streets!! level.scr_sound[ "foley" ][ "arcadia_fly_getoffstreets" ] = "arcadia_fly_getoffstreets"; // Get outta the street!! level.scr_sound[ "foley" ][ "arcadia_fly_outtastreets" ] = "arcadia_fly_outtastreets"; //----------------------------------------- // Sentry gun shoutouts //----------------------------------------- // Squad, take out the sentry guns! level.scr_sound[ "foley" ][ "arcadia_fly_sentryguns" ] = "arcadia_fly_sentryguns"; // Take out that sentry gun! level.scr_sound[ "foley" ][ "arcadia_fly_takeoutsgun" ] = "arcadia_fly_takeoutsgun"; //----------------------------------------- // Stryker warns about RPGs //----------------------------------------- // Hunter Two-One Actual, this is Badger One! Our anti-missile system cannot handle the volume of RPG fire, we need your team to thin 'em out, how copy, over? level.scr_radio[ "arcadia_str_rpgfire" ] = "arcadia_str_rpgfire"; // Solid copy Badger One, we're on it! Out! level.scr_sound[ "foley" ][ "arcadia_fly_wereonit" ] = "arcadia_fly_wereonit"; // Squad! Protect the Stryker! Watch for foot-mobiles with RPGs! level.scr_sound[ "foley" ][ "arcadia_fly_protectstryker" ] = "arcadia_fly_protectstryker"; // Squad! They're targeting the Stryker! Watch for RPGs! level.scr_sound[ "foley" ][ "arcadia_fly_watchforrpgs" ] = "arcadia_fly_watchforrpgs"; //----------------------------------------- // Golf course vehicle laser designation //----------------------------------------- // Ramirez, use your laser designator to call in artillery on those vehicles! level.scr_sound[ "foley" ][ "arcadia_fly_laserdes" ] = "arcadia_fly_laserdes"; // Ramirez, call artrillery on the enemy vehicles! Use your laser designator! level.scr_sound[ "foley" ][ "arcadia_fly_callartillery" ] = "arcadia_fly_callartillery"; // Ramirez, use the designator on the vehicles on the golf course! //level.scr_sound[ "foley" ][ "arcadia_fly_golfcourse" ] = "arcadia_fly_golfcourse"; // Nice work Ramirez, one more to go. //level.scr_sound[ "foley" ][ "arcadia_fly_onemoretogo" ] = "arcadia_fly_onemoretogo"; // Fire mission received, artillery inbound. level.scr_radio[ "arcadia_art_missionrec" ] = "arcadia_art_missionrec"; // Coordinates confirmed. Firing! level.scr_radio[ "arcadia_art_confirmed" ] = "arcadia_art_confirmed"; //----------------------------------------- // Stryker about to run over player //----------------------------------------- // Ramirez! You're gonna get run over! Get outta their way! level.scr_sound[ "foley" ][ "arcadia_fly_getrunover" ] = "arcadia_fly_getrunover"; // Ramirez! Honey Badger's moving! Get outta their way! level.scr_sound[ "dunn" ][ "arcadia_cpd_getoutta" ] = "arcadia_cpd_getoutta"; //----------------------------------------- // After AA neutralized - mission dialog //----------------------------------------- // Overlord, Hunter Two-One-Actual. Triple-A has been neutralized. We're heading to 4677 Brookmere Road, over. level.scr_sound[ "foley" ][ "arcadia_fly_headingto4677" ] = "arcadia_fly_headingto4677"; // Interrogative - what exactly are we looking for, over? level.scr_sound[ "foley" ][ "arcadia_fly_lookingfor" ] = "arcadia_fly_lookingfor"; // Sergeant Foley, this is General Shepherd. level.scr_radio[ "arcadia_shp_genshep" ] = "arcadia_shp_genshep"; // Your objective is to extract a high value individual from a 'panic room' on the second floor of that house. level.scr_radio[ "arcadia_shp_panicroom" ] = "arcadia_shp_panicroom"; // Yes sir! level.scr_sound[ "foley" ][ "arcadia_fly_yessir" ] = "arcadia_fly_yessir"; // He'll be expecting you. Challenge is "Icepick", countersign is "Phoenix". level.scr_radio[ "arcadia_shp_phoenix" ] = "arcadia_shp_phoenix"; // Get him outta there and report back to Overlord. Shepherd out. level.scr_radio[ "arcadia_shp_reportback" ] = "arcadia_shp_reportback"; // All right, you heard the man - 4677 Brookmere Road. Move! level.scr_sound[ "foley" ][ "arcadia_fly_heardtheman" ] = "arcadia_fly_heardtheman"; //----------------------------------------- // Ending mission dialog //----------------------------------------- // Icepick. level.scr_sound[ "foley" ][ "arcadia_fly_icepick1" ] = "arcadia_fly_icepick1"; // Icepick! level.scr_sound[ "foley" ][ "arcadia_fly_icepick2" ] = "arcadia_fly_icepick2"; // Something's not right here…Check the panic room - move! level.scr_sound[ "foley" ][ "arcadia_fly_notright" ] = "arcadia_fly_notright"; // Hmph. No sign of forced entry… level.scr_sound[ "foley" ][ "arcadia_fly_nosign" ] = "arcadia_fly_nosign"; // Ramirez, get that briefcase...what's left of it. level.scr_sound[ "foley" ][ "arcadia_fly_getthatbriefcase" ]= "arcadia_fly_getthatbriefcase"; // Sarge, check out these tats. Not your average paratrooper, huah? level.scr_sound[ "dunn" ][ "arcadia_cpd_checkouttats" ] = "arcadia_cpd_checkouttats"; // Huah. Get a couple photos for G-2 and check the bodies for intel. level.scr_sound[ "foley" ][ "arcadia_fly_photosforg2" ] = "arcadia_fly_photosforg2"; // Huah. level.scr_sound[ "dunn" ][ "arcadia_cpd_huah" ] = "arcadia_cpd_huah"; // Shepherd's not gonna like this. level.scr_sound[ "foley" ][ "arcadia_fly_notgoingtolike" ] = "arcadia_fly_notgoingtolike"; // Overlord, the HVI is dead. level.scr_sound[ "foley" ][ "arcadia_fly_overlordhvi" ] = "arcadia_fly_overlordhvi"; }