#include maps\_anim; #include maps\_utility; #include common_scripts\utility; main() { tunnels(); whitehouse(); whitehouse_script_model(); player_animations(); whitehouse_door(); tunnels_door(); } #using_animtree( "generic_human" ); tunnels() { level.scr_anim[ "generic" ][ "combatwalk_F_spin" ] = %combatwalk_F_spin; level.scr_anim[ "dunn" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_soldier; level.scr_anim[ "dunn" ][ "hunted_woundedhostage_check_soldier_end" ] = %hunted_woundedhostage_check_soldier_end; // Huah. level.scr_sound[ "dunn" ][ "dcemp_cpd_huah3" ] = "dcemp_cpd_huah3"; // Check out the seal on this door...I thought the President's bunker was under the West Wing. level.scr_sound[ "dunn" ][ "dcemp_cpd_westwing" ] = "dcemp_cpd_westwing"; // Well, real or not, this place is history man. Hope they got out in time. level.scr_sound[ "dunn" ][ "dcemp_cpd_placeishistory" ] = "dcemp_cpd_placeishistory"; // Cut the chatter. Ramirez, take point. level.scr_sound[ "foley" ][ "dcemp_fly_cutchatter" ] = "dcemp_fly_cutchatter"; // No, that's just for tourists. This must be the real thing. Open it up. level.scr_sound[ "foley" ][ "dcemp_fly_fortourists" ] = "dcemp_fly_fortourists"; // Feet dry. level.scr_sound[ "marine1" ][ "dcemp_ar1_feetdry" ] = "dcemp_ar1_feetdry"; // Let's go! Let's go! level.scr_sound[ "generic" ][ "dcemp_ar2_letsgo" ] = "dcemp_ar2_letsgo"; // Hustle up! Get to the Whiskey Hotel! Move! level.scr_sound[ "generic" ][ "dcemp_ar3_hustleup" ] = "dcemp_ar3_hustleup"; level.scr_face[ "generic" ][ "dcemp_ar3_hustleup" ] = %dcemp_ar3_hustleup; // Come on, let's go people! This way! level.scr_sound[ "generic" ][ "dcemp_ar3_thisway" ] = "dcemp_ar3_thisway"; // Move! Move! Get to the Whiskey Hotel! level.scr_sound[ "generic" ][ "dcemp_ar3_movemove" ] = "dcemp_ar3_movemove"; level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_hostage; level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_idle_start" ][0] = %hunted_woundedhostage_idle_start; level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_idle_end" ] = %hunted_woundedhostage_idle_end; level.scr_anim[ "generic" ][ "death_sitting_pose_v1" ] = %death_sitting_pose_v1; level.scr_anim[ "generic" ][ "tunnel_door_open_guy" ] = %cargoship_open_cargo_guyL; level.scr_anim[ "dunn" ][ "DCemp_door_sequence" ] = %DCemp_door_sequence_dunn; level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_approch" ] = %DCemp_door_sequence_foley_approch; level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_idle" ][0] = %DCemp_door_sequence_foley_idle; level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_wave" ] = %DCemp_door_sequence_foley_wave; // Check out the seal on this door...I thought the President's bunker was under the West Wing. addNotetrack_dialogue( "dunn", "dcemp_cpd_westwing_ps", "DCemp_door_sequence" , "dcemp_cpd_westwing" ); addNotetrack_flag( "dunn" , "foley_dialogue", "tunnels_foley_dialogue", "DCemp_door_sequence" ); // Well, real or not, this place is history man. Hope they got out in time. addNotetrack_dialogue( "dunn", "dcemp_cpd_placeishistory_ps", "DCemp_door_sequence" , "dcemp_cpd_placeishistory" ); // Tunnel wave on - TEMP level.scr_anim[ "generic" ][ "wave_on" ][0] = %dcemp_guard_wave; //Go go go!!! level.scr_sound[ "generic" ][ "gogogo" ] = "dcemp_fly_gogogo"; //Don't stop!! Keep moving!! level.scr_sound[ "generic" ][ "keep_moving" ] = "dcemp_fly_dontstop"; } whitehouse() { // Keep hitting 'em with the Two-Forty Bravos! Get more men moving on the left flank! level.scr_sound[ "marshall" ][ "dcemp_cml_moremen" ] = "dcemp_cml_moremen"; // Sounds like the party's already started. level.scr_sound[ "dunn" ][ "dcemp_cpd_partystarted" ] = "dcemp_cpd_partystarted"; // Hey, there's a radio over here! The transmitter's not working, but I'm getting something! level.scr_sound[ "dunn" ][ "dcemp_cpd_radiooverhere" ] = "dcemp_cpd_radiooverhere"; // What the hell are they talking about? level.scr_sound[ "dunn" ][ "dcemp_cpd_talkingabout" ] = "dcemp_cpd_talkingabout"; // What happens now? level.scr_sound[ "dunn" ][ "dcemp_cpd_happensnow" ] = "dcemp_cpd_happensnow"; // Roger that. Stay frosty. level.scr_sound[ "foley" ][ "dcemp_fly_rogerstayfrosty" ] = "dcemp_fly_rogerstayfrosty"; //Work your way to the left!! level.scr_sound[ "foley" ][ "dcemp_fly_workyourwayleft" ] = "dcemp_fly_workyourwayleft"; //Ramirez, let's go! level.scr_sound[ "foley" ][ "dcemp_fly_ramirezgo" ] = "dcemp_fly_ramirezgo"; //Move up! We gotta take the left flank! level.scr_sound[ "foley" ][ "dcemp_fly_takeleftflank" ] = "dcemp_fly_takeleftflank"; //We need to punch through right here! level.scr_sound[ "foley" ][ "dcemp_fly_punchthrough" ] = "dcemp_fly_punchthrough"; //Take out those machine guns! level.scr_sound[ "foley" ][ "dcemp_fly_machineguns" ] = "dcemp_fly_machineguns"; //Hammer Down means they're gonna flatten the city - we gotta get to the roof and stop 'em! level.scr_sound[ "foley" ][ "dcemp_fly_flattenthecity" ] = "dcemp_fly_flattenthecity"; //We got less than two minutes, let's go! level.scr_sound[ "foley" ][ "dcemp_fly_lessthantwomins" ] = "dcemp_fly_lessthantwomins"; // 30 seconds! We gotta get to the roof now!! Go! Go! level.scr_sound[ "foley" ][ "dcemp_fly_30seconds" ] = "dcemp_fly_30seconds"; // One minute! Go go go! level.scr_sound[ "foley" ][ "dcemp_fly_60seconds" ] = "dcemp_fly_60seconds"; // 90 seconds! We got to push through. level.scr_sound[ "foley" ][ "dcemp_fly_90seconds" ] = "dcemp_fly_90seconds"; // Pop the flares!! level.scr_sound[ "foley" ][ "dcemp_fly_poptheflares" ] = "dcemp_fly_poptheflares"; //This war ain't over yet Corporal...all we did was level the playing field. level.scr_sound[ "foley" ][ "dcemp_fly_waraintover" ] = "dcemp_fly_waraintover"; //Everyone back downstairs. Let's try and get the transmitter working on that radio. level.scr_sound[ "foley" ][ "dcemp_fly_backdownstairs" ] = "dcemp_fly_backdownstairs"; //This is Cujo-Five-One to any friendly units in D.C.: Hammer Down is in effect, I repeat, Hammer Down is in effect. level.scr_radio[ "dcemp_fp1_hammerdown" ] = "dcemp_fp1_hammerdown"; //If you can receive this transmission, you are in a hardened high-value structure. level.scr_radio[ "dcemp_fp1_highvalue" ] = "dcemp_fp1_highvalue"; //Deploy green flares on the roof of this structure to indicate you are still combat effective. level.scr_radio[ "dcemp_fp1_greenflares" ] = "dcemp_fp1_greenflares"; //We will abort our mission on direct visual contact with this countersign. level.scr_radio[ "dcemp_fp1_willabort" ] = "dcemp_fp1_willabort"; //Two minutes to weapons release. level.scr_radio[ "dcemp_fp1_2minutes" ] = "dcemp_fp1_2minutes"; //Ninety seconds to weapons release. level.scr_radio[ "dcemp_fp1_90secs" ] = "dcemp_fp1_90secs"; //1 minute to weapons release. level.scr_radio[ "dcemp_fp1_1minute" ] = "dcemp_fp1_1minute"; //Thirty seconds to weapons release. level.scr_radio[ "dcemp_fp1_30secs" ] = "dcemp_fp1_30secs"; //(garble)...target package Whiskey Hotel Zero-One has been authorized....roger...passing IP Buick...standby… level.scr_radio[ "dcemp_fp1_beenauthorized" ] = "dcemp_fp1_beenauthorized"; //Bombs away bombs away. level.scr_radio[ "dcemp_fp1_bombsaway" ] = "dcemp_fp1_bombsaway"; //Countersign detected at the Whiskey Hotel! Abort abort!! level.scr_radio[ "dcemp_fp1_abortabort" ] = "dcemp_fp1_abortabort"; //Cujo 5-1 to friendly ground units at the Whiskey Hotel - that was a close one. level.scr_radio[ "dcemp_fp1_closeone" ] = "dcemp_fp1_closeone"; //We're sending word back to HQ, stay alive down there. Cujo 5-1 out. level.scr_radio[ "dcemp_fp1_wordtohq" ] = "dcemp_fp1_wordtohq"; //We got a countersign! Abort mission! level.scr_radio[ "dcemp_fp2_abortmission" ] = "dcemp_fp2_abortmission"; //Aborting weapons release! Rolling out! level.scr_radio[ "dcemp_fp3_rollingout" ] = "dcemp_fp3_rollingout"; //Roger, weapons on safe! Aborting mission! level.scr_radio[ "dcemp_fp4_abortingmission" ] = "dcemp_fp4_abortingmission"; //Cujo 5-1 to friendly ground units - that was a close one. Stay alive down there. Cujo 5-1 out. level.scr_radio[ "dcemp_fp1_closeone2" ] = "dcemp_fp1_closeone"; // rappel - TEMP level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_1" ][ 0 ] = %launchfacility_a_rappel_idle_1; level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_2" ][ 0 ] = %launchfacility_a_rappel_idle_2; level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_3" ][ 0 ] = %launchfacility_a_rappel_idle_3; level.scr_anim[ "rappel_guy" ][ "rappel_drop" ] = %launchfacility_a_rappel_1; // door kick level.scr_anim[ "generic" ][ "doorburst_wave" ] = %doorburst_wave; level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start_idle" ][0] = %dcemp_flare_reshoot_start_idle; level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start" ] = %dcemp_flare_reshoot_start; addNotetrack_attach( "flare_guy" , "attach flare" , "mil_emergency_flare", "tag_inhand", "dcemp_flare_reshoot_start" ); addNotetrack_customFunction( "flare_guy", "start flare", maps\dc_whitehouse_code::flare_fx_start, "dcemp_flare_reshoot_start" ); addNotetrack_flag( "flare_guy" , "attach flare" , "flareguy_flare_popped", "dcemp_flare_reshoot_start" ); level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_end" ] = %dcemp_flare_reshoot_end; addNotetrack_flag( "flare_guy" , "detach flare" , "flare_guy_drop_flares", "dcemp_flare_reshoot_end" ); level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start_short" ] = %dcemp_flare_reshoot_start_short; addNotetrack_attach( "flare_guy" , "attach flare" , "mil_emergency_flare", "tag_inhand", "dcemp_flare_reshoot_start_short" ); addNotetrack_customFunction( "flare_guy", "start flare", maps\dc_whitehouse_code::flare_fx_start, "dcemp_flare_reshoot_start_short" ); addNotetrack_flag( "flare_guy" , "attach flare" , "flareguy_flare_popped", "dcemp_flare_reshoot_start_short" ); level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][0] = %casual_stand_idle; level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][1] = %casual_stand_idle_twitch; level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][2] = %casual_stand_idle_twitchB; // run level.scr_anim[ "flare_guy" ][ "whitehouse_ending_runuphill" ] = %whitehouse_ending_runuphill; // run cycle level.scr_anim[ "marshall" ][ "DCemp_whitehouse_briefing" ] = %DCemp_whitehouse_briefing_marshall; level.scr_anim[ "marshall" ][ "DCemp_whitehouse_briefing_idle" ][0] = %DCemp_whitehouse_briefing_marshall_idle; level.scr_anim[ "foley" ][ "DCemp_whitehouse_briefing" ] = %DCemp_whitehouse_briefing_foley; // Sir, what's the situation here? addNotetrack_dialogue( "foley" , "dcemp_fly_situationhere_ps" , "DCemp_whitehouse_briefing" , "dcemp_fly_situationhere" ); // You're lookin' at the 'high ground' Sergeant! There's still power in the Whiskey Hotel! addNotetrack_dialogue( "marshall" , "dcemp_cml_highground_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_highground" ); // That means we still have a way to talk to Central Command IF we can retake it! addNotetrack_dialogue( "marshall" , "dcemp_cml_retakeit_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_retakeit" ); // Now get your squad movin' up the left flank! Go! addNotetrack_dialogue( "marshall" , "dcemp_cml_getyoursquad_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_getyoursquad" ); // Roger that! Squad! Let's go! We're oscar mike! addNotetrack_dialogue( "foley" , "dcemp_fly_squadoscarmike_ps" , "DCemp_whitehouse_briefing" , "dcemp_fly_squadoscarmike" ); // note track for when to start moving towards the wh entrance. addNotetrack_flag( "marshall" , "dcemp_cml_getyoursquad_ps" , "whitehouse_moveout" , "DCemp_whitehouse_briefing" ); addNotetrack_flag( "marshall" , "dcemp_cml_getyoursquad_ps" , "music_cue" , "DCemp_whitehouse_briefing" ); level.scr_anim[ "foley" ][ "dcemp_wh_radio_1" ] = %dcemp_wh_radio_1; level.scr_anim[ "foley" ][ "dcemp_wh_radio_1_exit" ] = %dcemp_wh_radio_1_exit; level.scr_anim[ "foley" ][ "dcemp_wh_radio_1_idle" ][0] = %dcemp_wh_radio_1_idle; level.scr_anim[ "dunn" ][ "dcemp_wh_radio" ] = %dcemp_wh_radio_2; // note track for when to start foleys oval office anim. addNotetrack_flag( "dunn" , "folley_dialog" , "oval_office_foley_dialogue" , "dcemp_wh_radio" ); addNotetrack_flag( "dunn" , "start" , "oval_office_foley_react" , "dcemp_wh_radio" ); addNotetrack_flag( "dunn" , "fire" , "oval_office_door_open" , "dcemp_wh_radio" ); // You reading this? level.scr_sound[ "dunn" ][ "dcwhite_cpd_readingthis" ] = "dcwhite_cpd_readingthis"; // Roger tha. level.scr_sound[ "dunn" ][ "dcwhite_cpd_rogerthat" ] = "dcwhite_cpd_rogerthat"; // Dunn, get the door! level.scr_sound[ "foley" ][ "dcwhite_fly_dunngetdoor" ] = "dcwhite_fly_dunngetdoor"; // Dunn! level.scr_sound[ "foley" ][ "dcwhite_fly_dunn" ] = "dcwhite_fly_dunn"; // Yes, that's why we gota go. level.scr_sound[ "foley" ][ "dcwhite_fly_thatswhy" ] = "dcwhite_fly_thatswhy"; // drone death anims anims = []; anims[ "death_explosion_up10" ] = %death_explosion_up10; anims[ "death_explosion_left11" ] = %death_explosion_left11; anims[ "death_explosion_stand_B_v2" ] = %death_explosion_stand_B_v2; level.drone_death_anims = anims; //Get to the roof! Move! level.scr_sound[ "foley" ][ "dcemp_fly_gettoroof" ] = "dcemp_fly_gettoroof"; //Use your flares!! level.scr_sound[ "foley" ][ "dcemp_fly_useyourflares" ] = "dcemp_fly_useyourflares"; //So when are we goin' to Moscow? level.scr_sound[ "flare_guy" ][ "dcemp_ar1_moscow" ] = "dcemp_ar1_moscow"; level.scr_face[ "flare_guy" ][ "dcemp_ar1_moscow" ] = %dcemp_ar1_moscow; //Not soon enough, man. But I know we're gonna burn it down when we get there. level.scr_sound[ "dunn" ][ "dcwhite_cpd_burnitdown" ] = "dcwhite_cpd_burnitdown"; level.scr_face[ "dunn" ][ "dcwhite_cpd_burnitdown" ] = %dcwhite_cpd_burnitdown; //Huah. level.scr_sound[ "flare_guy" ][ "dcwhite_ar1_huah" ] = "dcwhite_ar1_huah"; level.scr_face[ "flare_guy" ][ "dcwhite_ar1_huah" ] = %dcwhite_ar1_huah; //When the time's right, Corporal. When the time's right. level.scr_sound[ "foley" ][ "dcemp_fly_timeisright" ] = "dcemp_fly_timeisright"; level.scr_face[ "foley" ][ "dcemp_fly_timeisright" ] = %dcemp_fly_timeisright; } #using_animtree( "script_model" ); whitehouse_script_model() { level.scr_animtree[ "rope" ] = #animtree; level.scr_model[ "rope" ] = "rappelrope100_ri"; level.scr_anim[ "rope" ][ "rappel_stand_idle_1" ][ 0 ] = %launchfacility_a_rappel_idle_1_100ft_rope; level.scr_anim[ "rope" ][ "rappel_stand_idle_2" ][ 0 ] = %launchfacility_a_rappel_idle_2_100ft_rope; level.scr_anim[ "rope" ][ "rappel_stand_idle_3" ][ 0 ] = %launchfacility_a_rappel_idle_3_100ft_rope; level.scr_anim[ "rope" ][ "rappel_drop" ] = %launchfacility_a_rappel_1_100ft_rope; level.scr_animtree[ "painting" ] = #animtree; level.scr_model[ "painting" ] = "picture_frame_07_animated"; level.scr_anim[ "painting" ][ "dcemp_wh_radio" ] = %dcemp_wh_painting; } tunnels_door() { level.scr_animtree[ "tunnel_door" ] = #animtree; level.scr_model[ "tunnel_door" ] = "tag_origin"; level.scr_anim[ "tunnel_door" ][ "DCemp_door_sequence" ] = %DCemp_door_sequence_door; } #using_animtree( "player" ); player_animations() { level.scr_animtree[ "flare_rig" ] = #animtree; level.scr_model[ "flare_rig" ] = "viewhands_player_us_army"; level.scr_anim[ "flare_rig" ][ "flare" ] = %DCemp_player_flare_wave; addNotetrack_flag( "flare_rig", "fx", "flare_start_fx", "flare" ); addNotetrack_flag( "flare_rig", "fx", "whitehouse_hammerdown_jets_safe", "flare" ); level.scr_animtree[ "iss_rig" ] = #animtree; level.scr_model[ "iss_rig" ] = "viewhands_player_iss"; level.scr_anim[ "iss_rig" ][ "ISS_animation" ] = %ISS_player_rotate; level.scr_anim[ "iss_rig" ][ "ISS_float_away" ] = %ISS_player_float_away; } #using_animtree( "door" ); whitehouse_door() { level.scr_animtree[ "door" ] = #animtree; level.scr_model[ "door" ] = "com_door_01_handleleft2"; level.scr_anim[ "door" ][ "shotgunbreach_door_immediate" ] = %shotgunbreach_door_immediate; }