IW4-Dump-Files/maps/gulag_ending_anim.gsc

209 lines
7.4 KiB
Plaintext

#include maps\_utility;
#include maps\_vehicle;
#include maps\_vehicle_spline;
#include maps\_anim;
#include maps\_hud_util;
#include maps\gulag_ending_code;
#include common_scripts\utility;
gulag_ending_anim_main()
{
endlog_run_anims();
endlog_player_animations();
endlog_scrip_model_animations();
endlog_vehicle_animations();
}
#using_animtree( "generic_human" );
endlog_run_anims()
{
level.scr_anim[ "generic" ][ "panic_run" ] = %unarmed_panickedrun_loop_V2;
level.scr_anim[ "generic" ][ "panic_stumble" ] = %unarmed_panickedrun_stumble;
level.scr_anim[ "generic" ][ "run_root" ] = %combatrun_forward;
//level.scr_anim[ "generic" ][ "stumble_knee" ] = %run_nopain_fallonknee;
level.scr_anim[ "generic" ][ "reaction_180" ] = %run_reaction_180;
level.scr_anim[ "generic" ][ "run_180" ] = %run_turn_180;
level.scr_anim[ "generic" ][ "run_duck" ] = %run_react_duck;
level.scr_anim[ "generic" ][ "run_flinch" ] = %run_react_flinch;
level.scr_anim[ "generic" ][ "run_stumble" ] = %run_react_stumble;
level.scr_anim[ "generic" ][ "walk_and_run_loops" ] = %walk_and_run_loops;
level.scr_anim[ "generic" ][ "slide_across_car" ] = %slide_across_car;
level.scr_anim[ "stumble_baddie" ][ "stumble" ] = %DC_Burning_bunker_stumble;
level.scr_anim[ "price" ][ "price_breach" ] = %gulag_rescueA_Price;
level.scr_anim[ "chokey" ][ "price_breach" ] = %gulag_rescueA_enemy;
level.scr_anim[ "price" ][ "price_rescue" ] = %gulag_rescueB_Price_reshootB;
level.scr_anim[ "soap" ][ "price_rescue" ] = %gulag_rescueB_soldier1_reshootB;
level.scr_anim[ "redshirt" ][ "price_rescue" ] = %gulag_rescueB_soldier2_reshootB;
level.scr_sound[ "price" ][ "price_rescue" ] = "scn_gulag_price_rescue_b_dx";
level.scr_anim[ "old_soap" ][ "price_rescue" ] = %gulag_rescueB_soldier1_reshoot;
level.scr_anim[ "price" ][ "price_rescue_intro" ] = %gulag_rescueB_Price_intro;
// level.scr_anim[ "price" ][ "price_rescue_intro_loop" ][0] = %gulag_rescueB_Price_idle;
addNotetrack_customFunction( "price", "bang", ::rescue_exploder, "price_rescue" );
level.scr_anim[ "soap" ][ "cafe_entrance" ] = %gulag_end_beginning_soap;
level.scr_anim[ "price" ][ "cafe_entrance" ] = %gulag_end_beginning_soldier;
level.scr_anim[ "redshirt" ][ "cafe_entrance" ] = %gulag_end_beginning_price;
level.scr_anim[ "soap" ][ "cafe_entrance" ] = %gulag_cafeteria_soap;
level.scr_anim[ "price" ][ "cafe_entrance" ] = %gulag_cafeteria_price;
level.scr_anim[ "redshirt" ][ "cafe_entrance" ] = %gulag_cafeteria_soldier;
addNotetrack_dialogue( "soap", "dialog", "cafe_entrance", "gulag_cmt_whereareyou" );
level.scr_anim[ "price" ][ "gate" ] = %gulag_end_run2gate_price;
level.scr_anim[ "redshirt" ][ "gate" ] = %gulag_end_run2gate_soldier;
level.scr_anim[ "price" ][ "cafe_dustcover" ] = %gulag_end_dustcover_price;
level.scr_anim[ "redshirt" ][ "cafe_dustcover" ] = %gulag_end_dustcover_soldier;
level.scr_anim[ "soap" ][ "cafe_dustcover_idle" ][0] = %gulag_end_soap_idle;
level.scr_anim[ "redshirt" ][ "cafe_runback" ] = %gulag_end_runback_soldier;
level.scr_anim[ "soap" ][ "cafe_runback" ] = %gulag_end_runback_soap;
level.scr_anim[ "price" ][ "cafe_runback" ] = %gulag_end_runback_price;
level.scr_anim[ "redshirt" ][ "evac" ] = %gulag_end_evac_soldier;
level.scr_anim[ "price" ][ "evac" ] = %gulag_end_evac_price;
level.scr_anim[ "soap" ][ "evac" ] = %gulag_end_evac_soap;
addNotetrack_dialogue( "price", "dialog", "evac", "gulag_pri_doitfast" );
level.scr_anim[ "generic" ][ "gundrop_death" ] = %death_explosion_stand_B_v1; //death_explosion_run_B_v1;
addNotetrack_customFunction( "soap", "fire", ::soap_fires_flare, "evac" );
addNotetrack_customFunction( "soap", "player", ::got_player_notetrack, "evac" );
}
rescue_exploder( price )
{
wait( 0.1 );
flag_set( "background_explosion" );
exploder( "background_explosion" );
}
soap_fires_flare( soap )
{
tag_origin = spawn_taG_origin();
tag_origin.origin = soap gettagorigin( "tag_laser" );
tag_origin.angles = soap gettagangles( "tag_laser" );
forward = anglestoforward( tag_origin.angles );
start = getfx( "flare_start_gulag" );
PlayFXOnTag( start, tag_origin, "tag_origin" );
burn = getfx( "flare_gulag" );
PlayFXOnTag( burn, tag_origin, "tag_origin" );
tag_origin MoveTo( tag_origin.origin + (0,0,2000), 3, 0, 0 );
wait( 4 );
tag_origin delete();
}
got_player_notetrack( soap )
{
// flag_set( "player_uses_rig" );
// waittillframeend;
soap.got_player_notetrack = true;
trigger = getentwithflag( "player_uses_rig" );
trigger trigger_off();
flag_set( "player_evac" );
if ( flag( "player_uses_rig" ) )
return;
wait( 2 );
thread maps\gulag_ending_code::player_dies_to_cavein( 0 );
scale = 0.4;
time = 0.1;
for ( ;; )
{
Earthquake( scale, time, level.player.origin, 5000 );
wait( time );
scale+= 0.2 / 5;
}
}
#using_animtree( "player" );
endlog_player_animations()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_udt";
level.scr_anim[ "player_rig" ][ "evac" ] = %gulag_end_buried_player;
level.scr_anim[ "player_rig" ][ "fly_away" ] = %gulag_end_evac_player;
level.scr_anim[ "player_rig" ][ "hookup" ] = %gulag_end_evac_player_hookup;
level.scr_anim[ "player_rig" ][ "idle" ][0] = %gulag_end_evac_player_idle;
level.player_anim = %gulag_end_evac_player;
level.scr_anim[ "player_rig" ][ "price_breach" ] = %gulag_rescueA_player;
level.scr_anim[ "player_rig" ][ "price_rescue" ] = %gulag_rescueB_player_reshootB;
// level.scr_anim[ "player_rig" ][ "price_rescue_intro" ] = %gulag_rescueB_player_intro;
// level.scr_anim[ "player_rig" ][ "price_rescue_intro_loop" ][0] = %gulag_rescueB_player_idle;
addNotetrack_customFunction( "player_rig", "black", ::black_screen );
}
#using_animtree( "script_model" );
endlog_scrip_model_animations()
{
level.scr_animtree[ "rock" ] = #animtree;
level.scr_model[ "rock" ] = "gulag_rock";
level.scr_anim[ "rock" ][ "evac" ] = %gulag_prop_rock;
level.scr_animtree[ "post" ] = #animtree;
level.scr_model[ "post" ] = "gulag_post";
level.scr_anim[ "post" ][ "gate" ] = %gulag_prop_post;
level.scr_animtree[ "lamp" ] = #animtree;
level.scr_model[ "lamp" ] = "ch_industrial_light_animated_01_on";
level.scr_anim[ "lamp" ][ "swing" ] = %swinging_industrial_light_01_mild;
level.scr_anim[ "lamp" ][ "swing_dup" ] = %swinging_industrial_light_01_mild_dup;
level.scr_animtree[ "lamp_off" ] = #animtree;
level.scr_model[ "lamp_off" ] = "ch_industrial_light_animated_01_off";
level.scr_animtree[ "ending_rope" ] = #animtree;
level.scr_model[ "ending_rope" ] = "gulag_escape_rope_100ft";
level.scr_anim[ "ending_rope" ][ "evac" ] = %gulag_escape_rope;
level.rope_anim = %gulag_escape_rope;
level.scr_animtree[ "player_carabiner" ] = #animtree;
level.scr_model[ "player_carabiner" ] = "weapon_carabiner";
level.scr_anim[ "player_carabiner" ][ "hookup" ] = %gulag_prop_carabiner;
level.scr_animtree[ "1911" ] = #animtree;
level.scr_model[ "1911" ] = "weapon_colt1911_black";
level.scr_anim[ "1911" ][ "price_rescue" ] = %gulag_rescueB_pistol_reshootB;
}
#using_animtree( "vehicles" );
endlog_vehicle_animations()
{
level.scr_animtree[ "pavelow" ] = #animtree;
level.scr_model[ "pavelow" ] = "vehicle_pavelow";
level.scr_anim[ "pavelow" ][ "evac" ] = %gulag_end_pavelow;
}