IW4-Dump-Files/maps/dcemp_anim.gsc

892 lines
45 KiB
Plaintext
Raw Permalink Blame History

#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
main()
{
generic_human();
linebook();
mi28();
tunnels();
whitehouse();
whitehouse_script_model();
player_animations();
whitehouse_door();
tunnels_door();
emp_script_model();
}
#using_animtree( "generic_human" );
generic_human()
{
level.scr_anim[ "generic" ][ "stand_exposed_wave_halt" ] = %stand_exposed_wave_halt;
level.scr_anim[ "generic" ][ "stand_exposed_wave_halt_v2" ] = %stand_exposed_wave_halt_v2;
level.scr_anim[ "generic" ][ "stand_exposed_wave_on_me" ] = %stand_exposed_wave_on_me;
level.scr_anim[ "generic" ][ "stand_exposed_wave_on_me_v2" ] = %stand_exposed_wave_on_me_v2;
level.scr_anim[ "generic" ][ "stand_exposed_wave_move_up" ] = %stand_exposed_wave_move_up;
level.scr_anim[ "generic" ][ "stand_exposed_wave_move_out" ] = %stand_exposed_wave_move_out;
level.scr_anim[ "generic" ][ "stand_exposed_wave_target_spotted" ] = %stand_exposed_wave_target_spotted;
level.scr_anim[ "generic" ][ "stand_exposed_wave_down" ] = %stand_exposed_wave_down;
level.scr_anim[ "generic" ][ "stand_exposed_wave_go" ] = %stand_exposed_wave_go;
level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_enemy_spotted" ] = %CornerStndR_alert_signal_enemy_spotted;
level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_move_out" ] = %CornerStndR_alert_signal_move_out;
level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_on_me" ] = %CornerStndR_alert_signal_on_me;
level.scr_anim[ "generic" ][ "CornerStndR_alert_signal_stopStay_down" ] = %CornerStndR_alert_signal_stopStay_down;
//ISS
level.scr_anim[ "generic" ][ "oilrig_sub_A_idle_1" ] = %oilrig_sub_A_idle_1;
//EMP
level.scr_anim[ "generic" ][ "bulletshield_pain_short" ] = %stand_exposed_extendedpain_chest;
level.scr_anim[ "generic" ][ "CornerCrR_trans_IN_L" ] = %CornerCrR_trans_IN_L;
level.scr_anim[ "generic" ][ "corner_standR_trans_CQB_IN_2" ] = %corner_standR_trans_CQB_IN_2;
level.scr_anim[ "generic" ][ "CornerCrL_alert_2_stand" ] = %CornerCrL_alert_2_stand;
level.scr_anim[ "generic" ][ "exposed_tracking_turn135R" ] = %exposed_tracking_turn135R;
level.scr_anim[ "generic" ][ "dcemp_BHrescue_soldier" ] = %dcemp_BHrescue_soldier;
level.scr_anim[ "generic" ][ "corner_standR_trans_IN_3" ] = %corner_standR_trans_IN_3;
level.scr_anim[ "generic" ][ "corner_standR_trans_CQB_IN_3" ] = %corner_standR_trans_CQB_IN_3;
level.scr_anim[ "generic" ][ "DCemp_react_guyB_react" ] = %DCemp_react_guyB_react;
level.scr_anim[ "generic" ][ "DCemp_react_guyA_react" ] = %DCemp_react_guyA_react;
level.scr_anim[ "generic" ][ "corner_standR_painC" ] = %corner_standR_painC;
level.scr_anim[ "generic" ][ "corner_standR_look_idle" ][0] = %corner_standR_look_idle;
level.scr_anim[ "generic" ][ "corner_standR_alert_2_look" ] = %corner_standR_alert_2_look;
level.scr_anim[ "generic" ][ "corner_standR_look_2_alert_fast" ]= %corner_standR_look_2_alert_fast;
level.scr_anim[ "generic" ][ "corner_standR_look_2_alert" ] = %corner_standR_look_2_alert;
level.scr_anim[ "generic" ][ "CornerCrR_alert_painA" ] = %CornerCrR_alert_painA;
level.scr_anim[ "generic" ][ "CornerCrR_look_idle" ][0] = %CornerCrR_look_idle;
level.scr_anim[ "generic" ][ "CornerCrR_alert_2_look" ] = %CornerCrR_alert_2_look;
level.scr_anim[ "generic" ][ "CornerCrR_look_2_alert_fast" ] = %CornerCrR_look_2_alert_fast;
level.scr_anim[ "generic" ][ "CornerCrR_look_2_alert" ] = %CornerCrR_look_2_alert;
level.scr_anim[ "marine1" ][ "dcemp_BHrescue" ] = %dcemp_BHrescue_soldier;
//STREET
level.scr_anim[ "generic" ][ "CornerCrR_trans_OUT_F" ] = %CornerCrR_trans_OUT_F;
level.scr_anim[ "generic" ][ "corner_standR_trans_OUT_6" ] = %corner_standR_trans_OUT_6;
level.scr_anim[ "generic" ][ "traverse_jumpdown_96" ] = %traverse_jumpdown_96;
level.scr_anim[ "generic" ][ "cornerCrR_alert_2_stand" ] = %cornerCrR_alert_2_stand;
level.scr_anim[ "generic" ][ "street_flare_throw" ] = %grenade_return_standing_throw_overhand_forward;
addNotetrack_customFunction( "generic", "grenade_right", ::street_pickup_flare, "street_flare_throw" );
addNotetrack_customFunction( "generic", "grenade_throw", ::street_throw_flare, "street_flare_throw" );
level.scr_anim[ "generic" ][ "exposed_idle_reactB" ] = %exposed_idle_reactB;
level.scr_anim[ "generic" ][ "exposed_flashbang_v1" ] = %exposed_flashbang_v1;
level.scr_anim[ "generic" ][ "exposed_flashbang_v4" ] = %exposed_flashbang_v4;
level.scr_anim[ "generic" ][ "run_reaction_R_quick" ] = %run_reaction_R_quick;
level.scr_anim[ "generic" ][ "run_reaction_L_quick" ] = %run_reaction_L_quick;
level.scr_anim[ "generic" ][ "run_turn_R45" ] = %run_turn_R45;
level.scr_anim[ "generic" ][ "run_turn_L45" ] = %run_turn_L45;
level.scr_anim[ "generic" ][ "run_turn_R90" ] = %run_turn_R90;
level.scr_anim[ "generic" ][ "run_turn_L90" ] = %run_turn_L90;
level.scr_anim[ "generic" ][ "crouch_2run_F" ] = %crouch_2run_F;
level.scr_anim[ "generic" ][ "crouch_2run_R" ] = %crouch_2run_R;
level.scr_anim[ "generic" ][ "crouch_2run_L" ] = %crouch_2run_L;
level.scr_anim[ "generic" ][ "stand_2_run_F_2" ] = %stand_2_run_F_2;
level.scr_anim[ "generic" ][ "stand_2_run_R" ] = %stand_2_run_R;
level.scr_anim[ "generic" ][ "stand_2_run_L" ] = %stand_2_run_L;
level.scr_anim[ "generic" ][ "jump_across_100_lunge" ] = %jump_across_100_lunge;
level.scr_anim[ "generic" ][ "jump_across_100_spring" ] = %jump_across_100_spring;
level.scr_anim[ "generic" ][ "jump_across_100_stumble" ] = %jump_across_100_stumble;
level.scr_anim[ "generic" ][ "run_react_stumble_non_loop" ] = %run_react_stumble_non_loop;
level.scr_anim[ "generic" ][ "run_react_flinch_non_loop" ] = %run_react_flinch_non_loop;
level.scr_anim[ "generic" ][ "run_react_duck_non_loop" ] = %run_react_duck_non_loop;
level.scr_anim[ "generic" ][ "run_pain_fallonknee" ] = %run_pain_fallonknee;
level.scr_anim[ "generic" ][ "run_pain_fallonknee_02" ] = %run_pain_fallonknee_02;
level.scr_anim[ "generic" ][ "run_pain_fallonknee_03" ] = %run_pain_fallonknee_03;
level.scr_anim[ "generic" ][ "slide_across_car" ] = %slide_across_car;
level.scr_anim[ "generic" ][ "gulag_sewer_slide" ] = %gulag_sewer_slide;
level.scr_anim[ "generic" ][ "fastrope_fall" ] = %fastrope_fall;
level.scr_anim[ "generic" ][ "traverse_window_M_2_dive" ] = %traverse_window_M_2_dive;
level.scr_anim[ "generic" ][ "exposed_flashbang_v1" ] = %exposed_flashbang_v1;
level.scr_anim[ "generic" ][ "exposed_flashbang_v2" ] = %exposed_flashbang_v2;
level.scr_anim[ "generic" ][ "exposed_flashbang_v3" ] = %exposed_flashbang_v3;
level.scr_anim[ "generic" ][ "exposed_flashbang_v4" ] = %exposed_flashbang_v4;
level.scr_anim[ "generic" ][ "exposed_flashbang_v5" ] = %exposed_flashbang_v5;
level.scr_anim[ "generic" ][ "cqb_stand_signal_move_out" ] = %cqb_stand_signal_move_out;
level.scr_anim[ "generic" ][ "cqb_stop_8_signal" ] = %cqb_stop_2_signal;
level.scr_anim[ "generic" ][ "bog_b_spotter_react" ] = %bog_b_spotter_react;
level.scr_anim[ "generic" ][ "favela_run_and_wave" ] = %favela_run_and_wave;
//CORNER
level.scr_anim[ "generic" ][ "corner_standR_explosion_divedown" ] = %corner_standR_explosion_divedown;
level.scr_anim[ "generic" ][ "corner_standR_explosion_standup" ] = %corner_standR_explosion_standup;
level.scr_anim[ "generic" ][ "hunted_open_barndoor_flathand" ] = %hunted_open_barndoor_flathand;
level.scr_anim[ "generic" ][ "run_reaction_180" ] = %run_reaction_180;
level.scr_anim[ "generic" ][ "combatwalk_F_spin" ] = %combatwalk_F_spin;
level.scr_anim[ "generic" ][ "patrol_jog_look_up_once" ] = %patrol_jog_look_up_once;
level.scr_anim[ "generic" ][ "patrol_jog_360_once" ] = %patrol_jog_360_once;
level.scr_anim[ "generic" ][ "patrol_jog_orders_once" ] = %patrol_jog_orders_once;
level.scr_anim[ "generic" ][ "CQB_walk_turn_6" ] = %CQB_walk_turn_6;
level.scr_anim[ "generic" ][ "CQB_walk_turn_7" ] = %CQB_walk_turn_7;
level.scr_anim[ "generic" ][ "CQB_walk_turn_9" ] = %CQB_walk_turn_9;
level.scr_anim[ "generic" ][ "casual_killer_jog_stop" ] = %casual_killer_jog_stop;
level.scr_anim[ "generic" ][ "casual_killer_jog_start" ] = %casual_killer_jog_start;
level.scr_anim[ "generic" ][ "casual_killer_jog" ][0] = %casual_killer_jog_A;
level.scr_anim[ "generic" ][ "casual_killer_jog" ][1] = %casual_killer_jog_B;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "scout_sniper_price_wave" ] = %scout_sniper_price_wave;
level.scr_anim[ "foley" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_soldier;
level.scr_sound[ "foley" ][ "hunted_woundedhostage_check" ] = "scn_dcemp_check_dead_sgtfoley";
//MEETING
level.scr_anim[ "generic" ][ "casual_killer_jog_A" ] = %casual_killer_jog_A;
level.scr_anim[ "generic" ][ "casual_killer_jog_B" ] = %casual_killer_jog_B;
level.scr_anim[ "generic" ][ "casual_killer_jog" ][0] = %casual_killer_jog_A;
level.scr_anim[ "generic" ][ "casual_killer_jog" ][1] = %casual_killer_jog_B;
level.scr_anim[ "generic" ][ "patrol_bored_2_walk" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_bored_walk_2_bored" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_bored_patrolwalk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "covercrouch_hide_idle" ][0] = %covercrouch_hide_idle;
level.scr_anim[ "generic" ][ "covercrouch_hide_2_stand" ] = %covercrouch_hide_2_stand;
level.scr_anim[ "generic" ][ "traverse_window_M_2_stop" ] = %traverse_window_M_2_stop;
level.scr_anim[ "generic" ][ "traverse_window_M_2_run" ] = %traverse_window_M_2_run;
level.scr_anim[ "generic" ][ "exposed_idle_reactA" ] = %exposed_idle_reactA;
level.scr_anim[ "generic" ][ "cqb_stand_react_A" ] = %CQB_stand_react_A;
level.scr_anim[ "generic" ][ "cqb_stand_react_B" ] = %CQB_stand_react_B;
level.scr_anim[ "generic" ][ "cqb_stand_react_C" ] = %CQB_stand_react_C;
level.scr_anim[ "generic" ][ "cqb_stand_react_D" ] = %CQB_stand_react_D;
level.scr_anim[ "generic" ][ "cqb_stand_react_E" ] = %CQB_stand_react_E;
level.scr_anim[ "generic" ][ "cargoship_open_cargo_guyL" ] = %cargoship_open_cargo_guyL;
level.scr_anim[ "generic" ][ "run_2_stand_90R" ] = %run_2_stand_90R;
level.scr_anim[ "generic" ][ "run_2_crouch_F" ] = %run_2_crouch_F;
level.scr_anim[ "generic" ][ "run_2_crouch_90L" ] = %run_2_crouch_90L;
level.scr_anim[ "generic" ][ "run_2_crouch_90R" ] = %run_2_crouch_90R;
level.scr_anim[ "generic" ][ "casual_stand_idle_trans_in" ] = %casual_stand_idle_trans_in;
level.scr_anim[ "generic" ][ "favela_escape_bigjump_faust" ] = %favela_escape_bigjump_faust;
level.scr_anim[ "generic" ][ "freerunnerA_loop" ] = %freerunnerA_loop;
level.scr_anim[ "generic" ][ "freerunnerB_loop" ] = %freerunnerB_loop;
level.scr_anim[ "generic" ][ "unarmed_climb_wall" ] = %unarmed_climb_wall;
level.scr_anim[ "generic" ][ "exposed_crouch_2_stand" ] = %exposed_crouch_2_stand;
level.scr_anim[ "generic" ][ "coverstand_hide_2_aim" ] = %coverstand_hide_2_aim;
level.scr_anim[ "generic" ][ "corner_standR_trans_alert_2_A_v2" ]= %corner_standR_trans_alert_2_A_v2;
level.scr_anim[ "generic" ][ "DCemp_run_sequence_runner" ] = %DCemp_run_sequence_runner;
addNotetrack_customFunction( "generic", "dcemp_ar3_whiskeyhotel_ps", ::dialogue_meetup_1, "DCemp_run_sequence_runner" );
level.scr_anim[ "generic" ][ "DCemp_run_sequence_guy1" ] = %DCemp_run_sequence_guy1;
addNotetrack_customFunction( "generic", "dcemp_cpd_wheregoin_ps", ::dialogue_meetup_2, "DCemp_run_sequence_guy1" );
//addNotetrack_customFunction( "generic", "dcemp_cpd_wheregoin_ps", ::lookat_off, "DCemp_run_sequence_guy1" );
level.scr_anim[ "runner" ][ "DCemp_run_sequence" ] = %DCemp_run_sequence_runner;
level.scr_anim[ "dunn" ][ "DCemp_run_sequence" ] = %DCemp_run_sequence_guy1;
addNotetrack_customFunction( "runner", "dcemp_ar3_whiskeyhotel_ps", ::dialogue_meetup_1, "DCemp_run_sequence" );
addNotetrack_customFunction( "dunn", "dcemp_cpd_wheregoin_ps", ::dialogue_meetup_2, "DCemp_run_sequence" );
//LOBBY
level.scr_anim[ "generic" ][ "corner_standR_trans_CQB_OUT_8" ] = %corner_standR_trans_CQB_OUT_8;
level.scr_anim[ "generic" ][ "hunted_open_barndoor" ] = %hunted_open_barndoor;
level.scr_anim[ "generic" ][ "airport_security_guard_pillar_death_R" ] = %airport_security_guard_pillar_death_R;
level.scr_anim[ "generic" ][ "airport_security_guard_pillar_death_L" ] = %airport_security_guard_pillar_death_L;
level.scr_anim[ "generic" ][ "breach_kick_kickerR1_enter" ] = %breach_kick_kickerR1_enter;
addNotetrack_customFunction( "generic", "kick", ::lobby_door_kick, "breach_kick_kickerR1_enter" );
level.scr_anim[ "generic" ][ "corner_standR_flinchB" ] = %corner_standR_flinchB;
level.scr_anim[ "generic" ][ "CQB_stand_grenade_throw" ] = %CQB_stand_grenade_throw;
addNotetrack_attach( "generic", "grenade_right", "weapon_m84_flashbang_grenade", "TAG_INHAND", "CQB_stand_grenade_throw" );
addNotetrack_detach( "generic", "grenade_throw", "weapon_m84_flashbang_grenade", "TAG_INHAND", "CQB_stand_grenade_throw" );
addNotetrack_customFunction( "generic", "grenade_throw", ::lobby_flash_throw, "CQB_stand_grenade_throw" );
level.scr_anim[ "generic" ][ "exposed_tracking_turn180L" ] = %exposed_tracking_turn180L;
//PARKING
level.scr_anim[ "generic" ][ "coverstand_hide_idle" ][0] = %coverstand_hide_idle;
level.scr_anim[ "generic" ][ "traverse_jumpdown_96" ] = %traverse_jumpdown_96;
level.scr_anim[ "generic" ][ "traverse40" ] = %traverse40;
level.scr_anim[ "generic" ][ "death_pose_on_desk" ] = %death_pose_on_desk;
level.scr_anim[ "generic" ][ "hunted_woundedhostage_check_soldier_end" ] = %hunted_woundedhostage_check_soldier_end;
level.scr_anim[ "generic" ][ "DCemp_wounded_check_end" ] = %DCemp_wounded_check_end;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_climb_guy1" ] = %DCemp_BTR_moment_climb_guy1;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_climb_guy2" ] = %DCemp_BTR_moment_climb_guy2;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_climb_guy3" ] = %DCemp_BTR_moment_climb_guy3;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_idle_guy1" ][0] = %DCemp_BTR_moment_idle_guy1;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_idle_guy2" ][0] = %DCemp_BTR_moment_idle_guy2;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_idle_guy3" ][0] = %DCemp_BTR_moment_idle_guy3;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_guy1" ] = %DCemp_BTR_moment_guy1;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_guy2" ] = %DCemp_BTR_moment_guy2;
level.scr_anim[ "generic" ][ "DCemp_BTR_moment_guy3" ] = %DCemp_BTR_moment_guy3;
level.scr_anim[ "generic" ][ "CornerStndR_alert_2_lean" ] = %CornerStndR_alert_2_lean;
level.scr_anim[ "generic" ][ "CornerCrR_alert_2_lean" ] = %CornerCrR_alert_2_lean;
//PLAZA
level.scr_anim[ "generic" ][ "favela_civ_warning_landing" ] = %favela_civ_warning_landing;
level.scr_anim[ "generic" ][ "corner_standR_trans_CQB_OUT_9" ] = %corner_standR_trans_CQB_OUT_9;
level.scr_anim[ "generic" ][ "coverstand_look_moveup" ] = %coverstand_look_moveup;
level.scr_anim[ "generic" ][ "coverstand_look_idle" ][0] = %coverstand_look_idle;
level.scr_anim[ "generic" ][ "coverstand_look_movedown" ] = %coverstand_look_movedown;
level.scr_anim[ "generic" ][ "coverstand_trans_OUT_R" ] = %coverstand_trans_OUT_R;
level.scr_anim[ "generic" ][ "corner_standR_alert_2_look" ] = %corner_standR_alert_2_look;
level.scr_anim[ "generic" ][ "corner_standR_look_2_alert" ] = %corner_standR_look_2_alert;
level.scr_anim[ "generic" ][ "corner_standR_look_idle" ][0] = %corner_standR_look_idle;
level.scr_anim[ "generic" ][ "patrol_bored_react_look_retreat" ]= %patrol_bored_react_look_retreat;
level.scr_anim[ "generic" ][ "corner_standR_trans_OUT_9" ] = %corner_standR_trans_OUT_9;
}
tunnels()
{
level.scr_anim[ "dunn" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_soldier;
level.scr_sound[ "dunn" ][ "hunted_woundedhostage_check" ] = "scn_dcemp_check_dead_sgtfoley";
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";
level.scr_face[ "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";
// 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_sound[ "dead_guy" ][ "hunted_woundedhostage_check" ] = "scn_dcemp_check_dead_soldier";
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] = %coup_civilians_interrogated_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";
// You're lookin' at the 'high ground' Sergeant! There's still power in the Whiskey Hotel!
// level.scr_sound[ "marshall" ][ "dcemp_cml_highground" ] = "dcemp_cml_highground";
// That means we still have a way to talk to Central Command IF we can retake it!
// level.scr_sound[ "marshall" ][ "dcemp_cml_retakeit" ] = "dcemp_cml_retakeit";
// Now get your squad movin' up the left flank! Go!
// level.scr_sound[ "marshall" ][ "dcemp_cml_getyoursquad" ] = "dcemp_cml_getyoursquad";
// 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";
// Sir, what's the situation here?
// level.scr_sound[ "foley" ][ "dcemp_fly_situationhere" ] = "dcemp_fly_situationhere";
// Roger that! Squad! Let's go! We're oscar mike!
// level.scr_sound[ "foley" ][ "dcemp_fly_squadoscarmike" ] = "dcemp_fly_squadoscarmike";
//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<62>
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";
// 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[ "generic" ][ "doorburst_fall" ] = %doorburst_fall;
// foley flare - TEMP
level.scr_anim[ "foley" ][ "flare_moment_stand" ] = %flare_moment_stand;
addNotetrack_attach( "foley" , "attach flare" , "mil_emergency_flare", "tag_inhand", "flare_moment_stand" );
addNotetrack_customFunction( "foley", "start flare", maps\dcemp_endpart_code::foley_flare_fx_start, "flare_moment_stand" );
// tunnel exit briefing - TEMP
// level.scr_anim[ "marshall" ][ "cover_dialogue_guy1" ] = %invasion_vehicle_cover_dialogue_guy1;
// level.scr_anim[ "marshall" ][ "cover_dialogue_guy1_idle" ][ 0 ] = %invasion_vehicle_cover_dialogue_guy1_idle;
// level.scr_anim[ "generic" ][ "cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2;
level.scr_anim[ "marshall" ][ "DCemp_whitehouse_briefing" ] = %DCemp_whitehouse_briefing_marshall;
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" );
// not track for when to start moving towards the wh entrance.
addNotetrack_flag( "marshall" , "dcemp_cml_getyoursquad_ps" , "whitehouse_moveout" , "DCemp_whitehouse_briefing" );
// 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;
}
linebook()
{
//ISS
//Come in Sat1, this is ISS Control. Houston's requesting a feed from your helmet cam, over.
level.scr_radio[ "dcemp_iss_requestfeed" ] = "dcemp_iss_requestfeed";
//Uh, they want you to look over towards the dark side of the earth. It should be cresting the horizon about 15 degrees east of the starboard PV arrays.
level.scr_radio[ "dcemp_iss_theywantyou" ] = "dcemp_iss_theywantyou";
//Sat1, rotate your view a little further to the right will ya?
level.scr_radio[ "dcemp_iss_rotateview" ] = "dcemp_iss_rotateview";
//There it is, we're getting your feed Sat1. Come in Houston, are you getting this?
level.scr_radio[ "dcemp_iss_thereitis" ] = "dcemp_iss_thereitis";
//Copy that ISS, video feed from Sat1 is clear.
level.scr_radio[ "dcemp_hsc_copythat" ] = "dcemp_hsc_copythat";
//Sat1, keep tracking the bogey. We're looking into it, standby.
level.scr_radio[ "dcemp_hsc_keeptracking" ] = "dcemp_hsc_keeptracking";
//Houston, we're not scheduled for any satellite launches today are we?
level.scr_radio[ "dcemp_iss_notscheduled" ] = "dcemp_iss_notscheduled";
//ISS, Houston. Standby. We may have a problem here.
level.scr_radio[ "dcemp_hsc_standby" ] = "dcemp_hsc_standby";
//Houston, this is ISS Control, uh... any word on the-
level.scr_radio[ "dcemp_iss_anyword" ] = "dcemp_iss_anyword";
level.scr_radio[ "scn_dcemp_iss_helmet_breathe_slow" ] = "scn_dcemp_iss_helmet_breathe_slow";
level.scr_radio[ "scn_dcemp_iss_helmet_breathe_fast" ] = "scn_dcemp_iss_helmet_breathe_fast";
//STREET
level.scr_sound[ "dunn" ][ "dcemp_cpd_EMP" ] = "dcemp_cpd_EMP";
//What the hell's goin' on?
level.scr_sound[ "dunn" ][ "dcemp_cpd_whatsgoinon" ] = "dcemp_cpd_whatsgoinon";
//Seek shelter!!! Get off the street now!!!
level.scr_sound[ "foley" ][ "dcemp_fly_seekshelter" ] = "dcemp_fly_seekshelter";
level.scr_face[ "foley" ][ "dcemp_fly_seekshelter" ] = %dcemp_fly_seekshelter;
//This is not goood!
level.scr_sound[ "dunn" ][ "dcemp_cpd_notgood" ] = "dcemp_cpd_notgood";
//Go go go!!!
level.scr_sound[ "foley" ][ "dcemp_fly_gogogo" ] = "dcemp_fly_gogogo";
//Don't stop!! Keep moving!!
level.scr_sound[ "foley" ][ "dcemp_fly_dontstop" ] = "dcemp_fly_dontstop";
//Whoa!!!
level.scr_sound[ "dunn" ][ "dcemp_cpd_whoa" ] = "dcemp_cpd_whoa";
//Holy shiiiiiit!!!
level.scr_sound[ "dunn" ][ "dcemp_cpd_holy" ] = "dcemp_cpd_holy";
//Go!! Go!!
level.scr_sound[ "foley" ][ "dcemp_fly_gogo" ] = "dcemp_fly_gogo";
//What the hell is goin' on!!!
level.scr_sound[ "marine1" ][ "dcemp_ar1_whatsgoinon" ] = "dcemp_ar1_whatsgoinon";
//Just keep moving!!
level.scr_sound[ "foley" ][ "dcemp_fly_justkeepmovin" ] = "dcemp_fly_justkeepmovin";
//Look out!!!
level.scr_sound[ "dunn" ][ "dcemp_cpd_lookout" ] = "dcemp_cpd_lookout";
//CORNER
//What the hell are we gonna do now? We got no air support...we got no comms<6D>we're screwed man! We are totally- fucked!
level.scr_sound[ "dunn" ][ "dcemp_cpd_wearetotally" ] = "dcemp_cpd_wearetotally";
//Shut up!! Get a grip Corporal! Our weapons still work, which means we can still kick some ass, huah?
level.scr_sound[ "foley" ][ "dcemp_fly_getagrip" ] = "dcemp_fly_getagrip";
level.scr_face[ "foley" ][ "dcemp_fly_getagrip" ] = %dcemp_fly_getagrip;
//Huah.
level.scr_sound[ "dunn" ][ "dcemp_cpd_huah" ] = "dcemp_cpd_huah";
//Huah.
level.scr_sound[ "marine1" ][ "dcemp_ar1_huah" ] = "dcemp_ar1_huah";
//PLANE CRASH
//What the hell was that?!
level.scr_sound[ "marine1" ][ "dcemp_ar1_whatwasthat" ] = "dcemp_ar1_whatwasthat";
//Stay here.
level.scr_sound[ "foley" ][ "dcemp_fly_stayhere" ] = "dcemp_fly_stayhere";
level.scr_face[ "foley" ][ "dcemp_fly_stayhere" ] = %dcemp_fly_stayhere;
//You're goin' out there? Are you nuts?
level.scr_sound[ "dunn" ][ "dcemp_cpd_younuts" ] = "dcemp_cpd_younuts";
//It's over! Come on, we still have a war to fight.
level.scr_sound[ "foley" ][ "dcemp_fly_wartofight" ] = "dcemp_fly_wartofight";
//What happened here?
level.scr_sound[ "marine1" ][ "dcemp_ar1_thisisweird" ] = "dcemp_ar1_thisisweird";
//It<49>s so<73>quiet.
level.scr_sound[ "dunn" ][ "dcemp_cpd_soquiet" ] = "dcemp_cpd_soquiet";
//Hey! What the<68>? My red dot's not working.
level.scr_sound[ "dunn" ][ "dcemp_cpd_heywhatthe" ] = "dcemp_cpd_heywhatthe";
//Mine's down too, this is weird, bro.
level.scr_sound[ "marine1" ][ "dcemp_ar1_minedowntoo" ] = "dcemp_ar1_minedowntoo";
//Looks like optics are down<77>comms too. There's not even a street light for blocks.
level.scr_sound[ "foley" ][ "dcemp_fly_empblast" ] = "dcemp_fly_empblast";
level.scr_sound[ "marine1" ][ "dcemp_ar1_findironsite" ]= "dcemp_ar1_findironsite";
level.scr_sound[ "marine2" ][ "dcemp_ar1_huah" ] = "dcemp_ar1_huah";
//BAR
//Whoa...check it out, man.
level.scr_sound[ "dunn" ][ "dcemp_cpd_checkitout" ] = "dcemp_cpd_checkitout";
//dammit
level.scr_sound[ "foley" ][ "dcemp_fly_dammit" ] = "dcemp_fly_dammit";
//Huah. We gotta regroup with whoever's left out there. Corporal Dunn, take point.
level.scr_sound[ "foley" ][ "dcemp_fly_regroup" ] = "dcemp_fly_regroup";
level.scr_face[ "foley" ][ "dcemp_fly_regroup" ] = %dcemp_fly_regroup;
//Huah.
level.scr_sound[ "dunn" ][ "dcemp_cpd_huah2" ] = "dcemp_cpd_huah2";
//MEETUP
//"Star"!
level.scr_sound[ "dunn" ][ "dcemp_cpd_star" ] = "dcemp_cpd_star";
//"Star", or we will fire on you!
level.scr_sound[ "dunn" ][ "dcemp_cpd_willfire" ] = "dcemp_cpd_willfire";
//I don't remember the damn countersign all right? I'm just a runner! Don't shoot!
level.scr_sound[ "runner" ][ "dcemp_ar3_dontshoot" ] = "dcemp_ar3_dontshoot";
//The proper response is "Texas", soldier. What'dya got?
level.scr_sound[ "foley" ][ "dcemp_fly_properresponse" ]= "dcemp_fly_properresponse";
//Colonel Marshall's assembling a task force at the Whiskey Hotel. You guys need to keep heading north.
level.scr_sound[ "runner" ][ "dcemp_ar3_whiskeyhotel" ] = "dcemp_ar3_whiskeyhotel";
//So where are you goin'?
level.scr_sound[ "dunn" ][ "dcemp_cpd_wheregoin" ] = "dcemp_cpd_wheregoin";
//To tell everyone else! Get to the Whiskey Hotel! Go!
level.scr_sound[ "runner" ][ "dcemp_ar3_everyoneelse" ] = "dcemp_ar3_everyoneelse";
//LOBBY
//You heard the man, lets go.
level.scr_sound[ "foley" ][ "dcemp_fly_heardtheman" ] = "dcemp_fly_heardtheman";
//Dunn, you're up.
level.scr_sound[ "foley" ][ "dcemp_fly_dunnyoureup" ] = "dcemp_fly_dunnyoureup";
//Clear.
level.scr_sound[ "dunn" ][ "dcemp_cpd_clear" ] = "dcemp_cpd_clear";
//I got our six.
level.scr_sound[ "marine2" ][ "dcemp_ar2_gotoursix" ] = "dcemp_ar2_gotoursix";
//Copy that.
level.scr_sound[ "foley" ][ "dcemp_fly_copythat" ] = "dcemp_fly_copythat";
//Star!
level.scr_sound[ "marine3" ][ "dcemp_ar3_star" ] = "dcemp_ar3_star";
//Son of a....
level.scr_sound[ "dunn" ][ "dcemp_cpd_sonofa" ] = "dcemp_cpd_sonofa";
//Contaaact!!!
level.scr_sound[ "foley" ][ "dcemp_fly_contact" ] = "dcemp_fly_contact";
//Contaaact!!!
level.scr_sound[ "dunn" ][ "dcemp_cpd_conact" ] = "dcemp_cpd_conact";
//PARKING
//Huuah<61>
level.scr_sound[ "dunn" ][ "dcemp_cpd_huaah" ] = "dcemp_cpd_huaah";
//Clear!
level.scr_sound[ "marine1" ][ "dcemp_ar2_clear" ] = "dcemp_ar2_clear";
//Room clear! Let's go!
level.scr_sound[ "foley" ][ "dcemp_fly_roomclear" ] = "dcemp_fly_roomclear";
//There's the Eisenhower Building. Whiskey Hotel's on the other side.
level.scr_sound[ "foley" ][ "dcemp_fly_oldexecbuilding" ] = "dcemp_fly_oldexecbuilding";
//Aw man, we gotta go out there<72>
level.scr_sound[ "dunn" ][ "dcemp_cpd_gottagoout" ] = "dcemp_cpd_gottagoout";
//Dunn. Check for vitals, we'll cover you.
level.scr_sound[ "foley" ][ "dcemp_fly_checkvitals" ] = "dcemp_fly_checkvitals";
//He's a gonner.
level.scr_sound[ "dunn" ][ "dcemp_cpd_gonner" ] = "dcemp_cpd_gonner";
//Keep Quiet<65>
level.scr_sound[ "foley" ][ "dcemp_fly_keepquiet" ] = "dcemp_fly_keepquiet";
//Got a visual on three tangos.
level.scr_sound[ "marine1" ][ "dcemp_ar2_gotavisual" ] = "dcemp_ar2_gotavisual";
//Stay low, move into position.
level.scr_sound[ "foley" ][ "dcemp_fly_moveintopos" ] = "dcemp_fly_moveintopos";
//Clear shot.
level.scr_sound[ "marine1" ][ "dcemp_ar2_clearshot" ] = "dcemp_ar2_clearshot";
//Smoke 'em.
level.scr_sound[ "foley" ][ "dcemp_fly_smokeem" ] = "dcemp_fly_smokeem";
//PLAZA
//Move up.
level.scr_sound[ "foley" ][ "dcemp_fly_moveup" ] = "dcemp_fly_moveup";
//What about the guys inside?
level.scr_sound[ "dunn" ][ "dcemp_cpd_whatabout" ] = "dcemp_cpd_whatabout";
//What about 'em?
level.scr_sound[ "foley" ][ "dcemp_fly_whataboutem" ] = "dcemp_fly_whataboutem";
//I got our six, go.
level.scr_sound[ "marine1" ][ "dcemp_ar2_gotoursixgo" ] = "dcemp_ar2_gotoursixgo";
//It's clear. dcemp_cpd_itsclear
level.scr_sound[ "dunn" ][ "dcemp_cpd_itsclear" ] = "dcemp_cpd_itsclear";
//I don't know what's worse, man- dodging falling helicopters or freezing my ass out here in this monsoon.
level.scr_sound[ "dunn" ][ "dcemp_cpd_freezingmonsoon" ] = "dcemp_cpd_freezingmonsoon";
//Huah.
level.scr_sound[ "marine1" ][ "dcemp_ar2_huah" ] = "dcemp_ar2_huah";
//Quiet - I think I see something.
level.scr_sound[ "foley" ][ "dcemp_fly_quietseesomething" ] = "dcemp_fly_quietseesomething";
//Hold your fire.
level.scr_sound[ "foley" ][ "dcemp_fly_holdyourfire" ] = "dcemp_fly_holdyourfire";
//Are they friendly
level.scr_sound[ "dunn" ][ "dcemp_cpd_aretheyfriendly" ] = "dcemp_cpd_aretheyfriendly";
//I don't know<6F>Star!
level.scr_sound[ "foley" ][ "dcemp_fly_dontknowstar" ] = "dcemp_fly_dontknowstar";
//Cover me.
level.scr_sound[ "foley" ][ "dcemp_fly_coverme" ] = "dcemp_fly_coverme";
//Staaar!!!
level.scr_sound[ "foley" ][ "dcemp_fly_staaar" ] = "dcemp_fly_staaar";
//Say Texas, dammit<69>just say it.
level.scr_sound[ "dunn" ][ "dcemp_cpd_saytexas" ] = "dcemp_cpd_saytexas";
//Street clear!
level.scr_sound[ "marine1" ][ "dcemp_ar2_streetclear" ] = "dcemp_ar2_streetclear";
//Oscar mike. Lets go!
level.scr_sound[ "foley" ][ "dcemp_fly_oscarmike" ] = "dcemp_fly_oscarmike";
//Watch for movement.
level.scr_sound[ "foley" ][ "dcemp_fly_watchmovement" ] = "dcemp_fly_watchmovement";
}
#using_animtree( "vehicles" );
mi28()
{
level.scr_anim[ "emp_heli_spotlight" ][ "crash" ] = %DCemp_emp_heli_crash;
level.scr_anim[ "emp_heli_rappel" ][ "crash" ] = %cobra_crash;
level.scr_anim[ "emp_heli_distant" ][ "crash" ] = %cobra_crash;
level.scr_anim[ "emp_heli_last" ][ "crash" ] = %sniper_escape_crash_mi28_crash;
level.scr_anim[ "generic" ][ "cobra_crash" ] = %cobra_crash;
level.scr_anim[ "street_car" ][ "crash" ] = %DCemp_car_hit;
level.scr_anim[ "emp_mi28" ][ "crash" ] = %DCemp_emp_heli_crash;
level.scr_animtree[ "emp_mi28" ] = #animtree;
level.scr_model[ "emp_mi28" ] = "vehicle_mi-28_flying_low";
level.scr_anim[ "street_mi28a" ][ "crash" ] = %DCemp_heli_crash_1;
level.scr_animtree[ "street_mi28a" ] = #animtree;
level.scr_model[ "street_mi28a" ] = "vehicle_mi-28_flying_low";
level.scr_anim[ "street_mi28b" ][ "crash" ] = %DCemp_heli_crash_2;
level.scr_animtree[ "street_mi28b" ] = #animtree;
level.scr_model[ "street_mi28b" ] = "vehicle_mi-28_flying_low";
level.scr_anim[ "street_bh" ][ "crash" ] = %DCemp_heli_crash_3;
level.scr_animtree[ "street_bh" ] = #animtree;
level.scr_model[ "street_bh" ] = "vehicle_blackhawk_low";
}
lobby_door_kick( guy )
{
door = getent( "lobby_door_right", "targetname" );
parts = getentarray( door.target, "targetname" );
array_call( parts, ::linkto, door );
door connectpaths();
flag_set( "lobby_door_kick" );
time = .4;
door rotateroll( -90, time );
door playsound( "wood_door_kick" );
door waittill( "rotatedone" );
door Vibrate( (0,0,1), 1, 0.4, .5 );
}
lobby_flash_throw( guy )
{
guy.old_grenadeweapon = guy.grenadeweapon;
guy.grenadeweapon = "flash_grenade";
guy.grenadeAmmo++;
ent = getstruct( "office_magic_bullet_target", "targetname" );
vec = vectornormalize( ent.origin - guy gettagorigin( "TAG_INHAND" ) + (0,0,40) );
vec = vector_multiply( vec, 800 );
time = 1;
guy magicgrenademanual( guy gettagorigin( "TAG_INHAND" ), vec, time );
}
street_pickup_flare( guy )
{
model = getent( "street_flare", "targetname" );
newtag = spawn( "script_model", model.fxtag.origin );
newtag.angles = model.fxtag.angles;
newtag setmodel( model.fxtag.model );
newtag linkto( model );
model.fxtag delete();
model.fxtag = newtag;
model.fxtag linkto( model );
playfxontag( level._effect[ "handflare" ], model.fxtag, "TAG_ORIGIN" );
model.origin = guy gettagorigin( "TAG_INHAND" );
vec = anglestoup( guy gettagangles( "TAG_INHAND" ) );
angles = vectortoangles( vec * -1 );
model.angles = angles;
model linkto( guy, "TAG_INHAND" );
}
street_throw_flare( guy )
{
model = getent( "street_flare", "targetname" );
model unlink();
//throw
vec = anglestoforward(guy.angles);
end = guy.origin + vector_multiply( vec, 50 );
end = end + (0,0,18);
vec = vectornormalize( end - guy.origin );
mag = vector_multiply( vec, 704 );
time = .85;
model movegravity( mag, time );
model rotatevelocity( (400,0,50), time );
wait time;
flag_set( "plaza_throw_react" );
//bounce
old = model;
model = spawn( "script_model", old.origin );
model.angles = old.angles;
model setmodel( old.model );
model.fxtag = old.fxtag;
model.targetname = "street_flare";
old.fxtag linkto( model );
old delete();
time = .4;
mag = vec * 415;
model movegravity( mag, time );
model rotatevelocity( (550,0,50), time );
light = getent( "parking_throw_flare", "targetname" );
light setlightcolor( ( 0.823529, 0.435294, 0.435294 ) );
light delaythread( 0, maps\dcemp_code::lerp_lightintensity, 6, 1.2 );
thread battlechatter_on( "axis" );
wait time;
//slide
old = model;
model = spawn( "script_model", old.origin );
model.angles = old.angles;
model setmodel( old.model );
model.fxtag = old.fxtag;
model.targetname = "street_flare";
old.fxtag linkto( model );
old delete();
time = 1;
delta = vec * 95;
origin = model.origin + ( delta[0], delta[1], 0 );
model moveto( origin, time, 0, time );
//model rotateto( ( 0,300,0 ), time, 0, time );
model waittill( "movedone" );
model = getent( "street_flare", "targetname" );
newtag = spawn( "script_model", model.fxtag.origin );
newtag.angles = model.fxtag.angles;
newtag setmodel( model.fxtag.model );
newtag linkto( model );
model.fxtag delete();
model.fxtag = newtag;
model.fxtag linkto( model );
playfxontag( level._effect[ "groundflare" ], model.fxtag, "TAG_ORIGIN" );
}
dialogue_meetup_1( guy )
{
//Colonel Marshall's assembling a task force at the Whiskey Hotel. You guys need to keep heading north.
level.runner play_sound_on_entity( "dcemp_ar3_whiskeyhotel" );
wait .5;
flag_set( "meetup_runner_leave" );
}
dialogue_meetup_2( guy )
{
//So where are you goin'?
level.dunn play_sound_on_entity( "dcemp_cpd_wheregoin" );
//To tell everyone else! Get to the Whiskey Hotel! Go!
level.runner dialogue_queue( "dcemp_ar3_everyoneelse" );
flag_set( "meetup_runner_sprint" );
flag_set( "lobby_main" );
}
lookat_off( guy )
{
guy setlookatentity();
}
#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;
}
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;
}
emp_script_model()
{
level.scr_animtree[ "plank1" ] = #animtree;
level.scr_model[ "plank1" ] = "tag_origin";
level.scr_anim[ "plank1" ][ "dcemp_BHrescue" ] = %dcemp_BHrescue_plank_1;
level.scr_animtree[ "plank2" ] = #animtree;
level.scr_model[ "plank2" ] = "tag_origin";
level.scr_anim[ "plank2" ][ "dcemp_BHrescue" ] = %dcemp_BHrescue_plank_2;
level.scr_animtree[ "iss_satellite" ] = #animtree;
level.scr_model[ "iss_satellite" ] = "tag_origin";
level.scr_anim[ "iss_satellite" ][ "ISS_animation" ] = %ISS_sat;
}
#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;
}