IW4-Dump-Files/maps/invasion_anim.gsc

1340 lines
49 KiB
Plaintext
Raw Permalink Blame History

#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\invasion;
main_anim()
{
vehicles();
anims();
dialog();
script_models();
player();
}
/*
Here are the anims for humvee exit
V1 are guys from first vehicle
V2 are from 2nd one
Anim names match vehicle tags for script node
Guy1 --> tag_guy1
Guy0 --> tag_guy0
Passenger --> tag_passenger
Driver --> tag_driver
- invasion_humvee_exit_v1_guy1_idle
- invasion_humvee_exit_v1_guy1_react
- invasion_humvee_exit_v1_passenger_idle
- invasion_humvee_exit_v1_passenger_react
"explosion_react1" "explosion_react2"
- invasion_humvee_exit_v2_driver_idle
- invasion_humvee_exit_v2_driver_react
- invasion_humvee_exit_v2_guy0_idle
- invasion_humvee_exit_v2_guy0_react
- invasion_humvee_exit_v2_guy1_idle
- invasion_humvee_exit_v2_guy1_react
- invasion_humvee_exit_v2_passenger_idle
- invasion_humvee_exit_v2_passenger_react
*/
/*
parachute_cargo_animated
animations
paradrop_cargo_chute
paradrop_cargo_vehicle
animation
paratrooper_jet_opendoors
*/
/*
Use this model:
//iw4-depot/iw4/game/model_export/props/parachute/parachute_hanging_animated_char_invasion_lod0.XMODEL_EXPORT
invasion_parachute_hanging_char_animated
With these anims:
parachute_detach_reaction
parachute_detach_idle
parachute_detach_endidle
parachute_detach_death
*/
#using_animtree( "script_model" );
script_models()
{
level.scr_animtree[ "tangled_chute_parachute" ] = #animtree;
level.scr_anim[ "tangled_chute_parachute" ][ "idle" ][0] = %parachute_detach_idle;
level.scr_anim[ "tangled_chute_parachute" ][ "end_idle" ][0] = %parachute_detach_endidle;
level.scr_anim[ "tangled_chute_parachute" ][ "reaction" ] = %parachute_detach_reaction;
level.scr_anim[ "tangled_chute_parachute" ][ "death" ] = %parachute_detach_death;
level.scr_model[ "tangled_chute_parachute" ] = "invasion_parachute_hanging_char_animated";
level.scr_animtree[ "burning_tree" ] = #animtree;
level.scr_model[ "burning_tree" ] = "foliage_tree_oak_1_animated";
level.scr_anim[ "burning_tree" ][ "tree_oak_fire" ][0] = %tree_oak_fire;
level.scr_animtree[ "roof_landing_parachute" ] = #animtree;
level.scr_anim[ "roof_landing_parachute" ][ "roof_landing_parachute" ] = %invasion_paratrooper_roof_landing_parachute;
level.scr_model[ "roof_landing_parachute" ] = "parachute_roof";
level.scr_animtree[ "distant_parachute_guy" ] = #animtree;
level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_left1" ] = %paratrooper_jump_leftA_chute;
level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_right1" ] = %paratrooper_jump_RightA_chute;
level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_left2" ] = %paratrooper_jump_leftB_chute;
level.scr_anim[ "distant_parachute_guy" ][ "distant_parachute_guy_right2" ] = %paratrooper_jump_RightB_chute;
level.scr_model[ "distant_parachute_guy" ] = "parachute_deploy";
level.scr_animtree[ "paradrop_cargo_tank_chuteA" ] = #animtree;
level.scr_anim[ "paradrop_cargo_tank_chuteA" ][ "paradrop_cargo_tank_chuteA" ] = %paradrop_cargo_tank_chuteA;
level.scr_model[ "paradrop_cargo_tank_chuteA" ] = "parachute_tank_animated";
level.scr_animtree[ "paradrop_cargo_tank_chuteB" ] = #animtree;
level.scr_anim[ "paradrop_cargo_tank_chuteB" ][ "paradrop_cargo_tank_chuteB" ] = %paradrop_cargo_tank_chuteB;
level.scr_model[ "paradrop_cargo_tank_chuteB" ] = "parachute_tank_animated";
level.scr_animtree[ "paradrop_cargo_tank_chuteC" ] = #animtree;
level.scr_anim[ "paradrop_cargo_tank_chuteC" ][ "paradrop_cargo_tank_chuteC" ] = %paradrop_cargo_tank_chuteC;
level.scr_model[ "paradrop_cargo_tank_chuteC" ] = "parachute_tank_animated";
level.scr_animtree[ "bmp_chute_paradrop" ] = #animtree;
level.scr_anim[ "bmp_chute_paradrop" ][ "bmp_chute_paradrop" ] = %paradrop_cargo_chute;
level.scr_model[ "bmp_chute_paradrop" ] = "parachute_cargo_animated";
}
#using_animtree( "vehicles" );
vehicles()
{
level.scr_animtree[ "btr_ground_smash" ] = #animtree;
level.scr_anim[ "btr_ground_smash" ][ "btr_ground_smash" ] = %invasion_btr_crash_btr;
level.scr_model[ "btr_ground_smash" ] = "vehicle_btr80";
level.scr_animtree[ "btr_squashedcar" ] = #animtree;
level.scr_anim[ "btr_squashedcar" ][ "btr_squashedcar" ] = %invasion_btr_crash_squashedcar;
level.scr_model[ "btr_squashedcar" ] = "vehicle_80s_sedan1_tankcrush";
level.scr_animtree[ "bmp_paradrop" ] = #animtree;
level.scr_anim[ "bmp_paradrop" ][ "bmp_paradrop" ] = %paradrop_cargo_vehicle;
level.scr_model[ "bmp_paradrop" ] = "vehicle_btr80";
level.scr_animtree[ "anatov_opendoors" ] = #animtree;
level.scr_anim[ "anatov_opendoors" ][ "anatov_opendoors" ] = %paratrooper_jet_opendoors;
level.scr_animtree[ "hummer2" ] = #animtree;
level.scr_anim[ "hummer2" ][ "invasion_opening_hummer2" ] = %invasion_opening_hummer2;
level.scr_animtree[ "hummer1" ] = #animtree;
level.scr_anim[ "hummer1" ][ "invasion_opening_hummer1" ] = %invasion_opening_hummer1;
//level.scr_animtree[ "btr80" ] = #animtree;
//level.scr_anim[ "btr80" ][ "invasion_opening_BTR" ] = %invasion_opening_BTR;
//addNotetrack_customFunction( <animname>, <notetrack> , <function> , <anime> );
//addNotetrack_customFunction( "btr80", "BTRfire", ::btr80_notetrack_fire, "invasion_opening_BTR" );
}
//#using_animtree( "vehicles" );
//bmp_door_close()
//{
// self ClearAnim( %bmp_doors_open, 0 );
// self SetAnim( %bmp_doors_close );
//}
#using_animtree( "player" );
player()
{
level.scr_anim[ "player_hummer_ride" ][ "player_hummer_ride" ] = %invasion_opening_hummer2_player;
level.scr_animtree[ "player_hummer_ride" ] = #animtree;
level.scr_model[ "player_hummer_ride" ] = "viewhands_player_marines";
}
#using_animtree( "generic_human" );
anims()
{
level.scr_anim[ "generic" ][ "invasion_opening_hummer1_soldier2" ] = %invasion_opening_hummer1_soldier2;
level.scr_anim[ "generic" ][ "invasion_opening_hummer1_soldier1" ] = %invasion_opening_hummer1_soldier1;
level.scr_anim[ "generic" ][ "invasion_opening_hummer2_soldier1" ] = %invasion_opening_hummer2_soldier1;
//invasion_opening_hummer2_player - play on player viewmodel
level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_guy1_idle" ][ 0 ] = %invasion_humvee_exit_v1_guy1_idle;
level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_guy1_react" ] = %invasion_humvee_exit_v1_guy1_react;
/*
addNotetrack_flag( "generic", "explosion_react1", "explosion_react1", "invasion_humvee_exit_v1_guy1_react" );
addNotetrack_flag( "generic", "explosion_react2", "explosion_react2", "invasion_humvee_exit_v1_guy1_react" );
addNotetrack_flag( "generic", "explosion_react1", "explosion_react1", "invasion_humvee_exit_v1_passenger_react" );
addNotetrack_flag( "generic", "explosion_react2", "explosion_react2", "invasion_humvee_exit_v1_passenger_react" );
*/
//addNotetrack_customFunction( <animname>, <notetrack> , <function> , <anime> );
addNotetrack_customFunction( "generic", "explosion_react1", ::humvee_explosion1, "invasion_humvee_exit_v1_guy1_react" );
addNotetrack_customFunction( "generic", "explosion_react2", ::humvee_explosion2, "invasion_humvee_exit_v1_guy1_react" );
//addNotetrack_flag( "generic", "explosion_react1", "explosion_react1" );
//addNotetrack_flag( "generic", "explosion_react2", "explosion_react2" );
level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_passenger_idle" ][ 0 ] = %invasion_humvee_exit_v1_passenger_idle;
level.scr_anim[ "generic" ][ "invasion_humvee_exit_v1_passenger_react" ] = %invasion_humvee_exit_v1_passenger_react;
level.scr_anim[ "generic" ][ "invasion_parachute_ground_detach_idle" ][ 0 ] = %invasion_parachute_ground_detach_idle;
level.scr_anim[ "generic" ][ "tangled_guy_trys_to_free_self" ] = %invasion_parachute_ground_detach_reaction;
level.scr_anim[ "generic" ][ "invasion_parachute_ground_detach_death " ] = %invasion_parachute_ground_detach_death;
level.scr_anim[ "generic" ][ "distant_parachute_guy_left1" ] = %paratrooper_jump_leftA_guy;
level.scr_anim[ "generic" ][ "distant_parachute_guy_right1" ] = %paratrooper_jump_RightA_guy;
level.scr_anim[ "generic" ][ "distant_parachute_guy_left2" ] = %paratrooper_jump_leftB_guy;
level.scr_anim[ "generic" ][ "distant_parachute_guy_right2" ] = %paratrooper_jump_RightB_guy;
//level.scr_anim[ "generic" ][ "airdrop_idles" ][ 0 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1;
level.scr_anim[ "generic" ][ "roof_landing_parachute" ] = %invasion_paratrooper_roof_landing;
level.scr_anim[ "generic" ][ "rolldeath" ] = %invasion_paratrooper_roof_landing_rolldeath;
level.scr_anim[ "generic" ][ "crawldeath" ] = %invasion_paratrooper_roof_landing_crawldeath;
//addNotetrack_customFunction( animname, notetrack, function, anime )
addNotetrack_customFunction( "generic", "roll_death", ::notetrack_roll_death, "roof_landing_parachute" );
addNotetrack_customFunction( "generic", "crawl_death_start", ::notetrack_crawl_death_start, "roof_landing_parachute" );
addNotetrack_customFunction( "generic", "crawl_death", ::notetrack_crawl_death, "roof_landing_parachute" );
addNotetrack_flag( "generic", "roll_death", "roll_death", "roof_landing_parachute" );
addNotetrack_flag( "generic", "crawl_death_start", "crawl_death_start", "roof_landing_parachute" );
addNotetrack_flag( "generic", "crawl_death", "crawl_death", "roof_landing_parachute" );
//level.scr_anim[ "generic" ][ "airdrop_idles" ][ 0 ] = %killhouse_gaz_idleA;
//level.scr_anim[ "generic" ][ "airdrop_idles" ][ 1 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy1" ] = %invasion_vehicle_cover_dialogue_guy1;
level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy1_idle" ][ 0 ] = %invasion_vehicle_cover_dialogue_guy1_idle;
level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2;
/*
dialog_inv_six_gimmesitrep
dialog_inv_sgw_meatlocker
dialog_inv_six_status
dialog_inv_sgw_unconscious
dialog_inv_six_whatelse
dialog_inv_sgw_supplydrop
dialog_inv_six_sentrygunsouth
notetrack for dunn to check it out
dunn_checkout
*/
//addNotetrack_customFunction( <animname>, <notetrack> , <function> , <anime> );
addNotetrack_customFunction( "generic", "dialog_inv_six_gimmesitrep", ::notetrack_gimmesitrep, "invasion_vehicle_cover_dialogue_guy2" );
addNotetrack_customFunction( "generic", "dialog_inv_six_status", ::notetrack_status, "invasion_vehicle_cover_dialogue_guy2" );
addNotetrack_customFunction( "generic", "dialog_inv_six_whatelse", ::notetrack_whatelse, "invasion_vehicle_cover_dialogue_guy2" );
addNotetrack_customFunction( "generic", "dialog_inv_six_sentrygunsouth", ::notetrack_sentrygunsouth, "invasion_vehicle_cover_dialogue_guy2" );
addNotetrack_customFunction( "generic", "dunn_checkout", ::notetrack_checkout, "invasion_vehicle_cover_dialogue_guy2" );
addNotetrack_customFunction( "generic", "dialog_inv_sgw_meatlocker", ::notetrack_meatlocker, "invasion_vehicle_cover_dialogue_guy1" );
addNotetrack_customFunction( "generic", "dialog_inv_sgw_unconscious", ::notetrack_unconscious, "invasion_vehicle_cover_dialogue_guy1" );
addNotetrack_customFunction( "generic", "dialog_inv_sgw_supplydrop", ::notetrack_supplydrop, "invasion_vehicle_cover_dialogue_guy1" );
}
notetrack_gimmesitrep( guy )
{
flag_set( "notetrack_gimmesitrep" );
}
notetrack_status( guy )
{
flag_set( "notetrack_status" );
}
notetrack_whatelse( guy )
{
flag_set( "notetrack_whatelse" );
}
notetrack_sentrygunsouth( guy )
{
flag_set( "notetrack_sentrygunsouth" );
}
notetrack_checkout( guy )
{
flag_set( "notetrack_checkout" );
}
notetrack_meatlocker( guy )
{
flag_set( "notetrack_meatlocker" );
}
notetrack_unconscious( guy )
{
flag_set( "notetrack_unconscious" );
}
notetrack_supplydrop( guy )
{
flag_set( "notetrack_supplydrop" );
}
tangled_parachute_guy()
{
self.ignoreme = true;
self thread magic_bullet_shield();
self.deathanim = %invasion_parachute_ground_detach_death;
node = getent( "tangled_parachute_guy_node", "targetname" );
//node = spawn( "script_origin", self.origin );
chute = spawn_anim_model( "tangled_chute_parachute" );
//chute.animname = "tangled_chute_parachute";
node thread anim_loop_solo( chute, "idle", "stop_tangled_chute_idle" );
node thread anim_generic_loop( self, "invasion_parachute_ground_detach_idle", "stop_tangled_guy_idle" );
while ( !players_looking_at( self GetEye() ) )
wait .05;
self.allowdeath = true;
self thread stop_magic_bullet_shield();
self thread chute_death_reaction( node, chute );
//thread spawn_pizza_rushers();
self endon( "death" );
wait 1;
//time to try to free self
self thread try_to_free_self( node, chute );
}
try_to_free_self( node, chute )
{
self endon( "death" );
node notify( "stop_tangled_chute_idle" );
node notify( "stop_tangled_guy_idle" );
self.ignoreme = false;
node thread anim_single_solo( chute, "reaction" );
node anim_generic( self, "tangled_guy_trys_to_free_self" );
node thread anim_loop_solo( chute, "end_idle" );
self.deathanim = undefined;
node notify( "he got free" );
}
chute_death_reaction( node, chute )
{
node endon( "he got free" );
self waittill( "death" );
node notify( "stop_tangled_chute_idle" );//he might die before trying to free self
node anim_single_solo( chute, "death" );
node thread anim_loop_solo( chute, "end_idle" );
}
spawn_pizza_rushers()
{
wait 3;
activate_trigger_with_targetname( "pizza_rushers_trigger" );
}
animate_burning_tree()
{
wait 3;
burning_tree = getent( "burning_tree", "script_noteworthy" );
burning_tree.animname = "burning_tree";
burning_tree assign_animtree();
burning_tree anim_loop_solo( burning_tree, "tree_oak_fire", "stop_burning_tree" );
}
setup_shotgun_guy()
{
self linkto( level.humvee_front, "tag_guy1" );
level.humvee_front thread anim_generic_loop( self, "invasion_humvee_exit_v1_guy1_idle", "stop_front_humvee_anims", "tag_guy1" );
level waittill( "humvee_blows_up" );
self notify( "stop_front_humvee_anims" );
level.humvee_front anim_generic( self, "invasion_humvee_exit_v1_guy1_react", "tag_guy1" );
self.allowdeath = true;
self.a.nodeath = true;
self kill();
}
setup_backseat_right_guy()
{
self linkto( level.humvee_front, "tag_passenger" );
level.humvee_front thread anim_generic_loop( self, "invasion_humvee_exit_v1_passenger_idle", "stop_front_humvee_anims", "tag_passenger" );
level waittill( "humvee_blows_up" );
self notify( "stop_front_humvee_anims" );
level.humvee_front anim_generic( self, "invasion_humvee_exit_v1_passenger_react", "tag_passenger" );
self.allowdeath = true;
self.a.nodeath = true;
self kill();
}
setup_roof_parachute_guy( humvee_guy )
{
/*
level.scr_anim[ "roof_landing_parachute" ][ "rolldeath" ] = %invasion_paratrooper_roof_landing_rolldeath;
level.scr_anim[ "roof_landing_parachute" ][ "crawldeath" ] = %invasion_paratrooper_roof_landing_crawldeath;
notetrack in invasion_paratrooper_roof_landing
addNotetrack_customFunction( "generic", "roll_death", ::notetrack_roll_death, "roof_landing_parachute" );
addNotetrack_customFunction( "generic", "crawl_death_start", ::notetrack_crawl_death_start, "roof_landing_parachute" );
addNotetrack_customFunction( "generic", "crawl_death", ::notetrack_crawl_death, "roof_landing_parachute" );
So, if the guy gets shot before roll_death notetrack ----<2D> play invasion_paratrooper_roof_landing_rolldeath
upon roll_death notetrack
It uses the same script node as the landing
And if he gets shot between crawl_death_start and crawl_death notetrack ---<2D> play
invasion_paratrooper_roof_landing_crawldeath
It<49>s a regular delta anim with no scipt node.
If he gets shot after crawl_death notetrack, finish the landing anim and have him die on the top.
There<72>s a few frames where he<68>s not suppose to get shot cause it might not blend with the death anim well.
between roll_death and crawl_death_start.
but if that<61>s too much trouble, we can ignor crawl_death_start and see how it looks.
*/
self.allowdeath = false;
self.noragdoll = true;
if( isdefined( humvee_guy ) )
self.humvee_guy = true;
//self.deathanim = %invasion_paratrooper_roof_landing_rolldeath;
self.health = 1;
parachute_landing = spawn( "script_origin", self.origin );
parachute_landing.angles = self.angles;
//parachute_landing = getent( "parachute_landing", "targetname" );
chute = spawn_anim_model( "roof_landing_parachute" );
parachute_landing thread anim_generic( self, "roof_landing_parachute" );
parachute_landing anim_single_solo( chute, "roof_landing_parachute" );
chute delete();
level notify( "roof_landing_anim_finished" );
//self delete();
}
notetrack_roll_death( guy )
{
if( isdefined( guy.humvee_guy ) )
return;
//level notify( "roll_death" );
//if( guy.delayedDeath ) //he has been shot
{
guy.skipdeathanim = true;
self thread anim_generic( guy, "rolldeath" );
wait .5;
guy.allowdeath = true;
//guy.a.nodeath = true;
guy kill();
}
}
notetrack_crawl_death_start( guy )
{
if( isdefined( guy.humvee_guy ) )
return;
//guy.deathanim = %invasion_paratrooper_roof_landing_crawldeath;
//if( guy.delayedDeath ) //he has been shot
//{
// guy anim_generic( guy, "crawldeath" );
// guy.allowdeath = true;
// guy.a.nodeath = true;
// guy kill();
// return;
//}
level endon( "crawl_death_finished" );
wait 2;//tweaking
//guy waittill( "damage" );
guy.skipdeathanim = true;
guy thread anim_generic( guy, "crawldeath" );
wait .5;
guy.allowdeath = true;
//guy.a.nodeath = true;
guy kill();
}
notetrack_crawl_death( guy )
{
guy.allowdeath = false;//he finishes the animation
level notify( "crawl_death_finished" );
level waittill( "roof_landing_anim_finished" );
guy delete();
}
dialog()
{
//LOCAL
//Seal Six-One: We got a BMP! Get out, get out!
level.scr_sound[ "raptor" ][ "inv_six_gotbmp" ] = "inv_six_gotbmp";
//Seal Six-One: Team, this way! Let's go let's go!
level.scr_sound[ "raptor" ][ "inv_six_teamthisway" ] = "inv_six_teamthisway";
//Seal Six-One: I got a fix on the package. 300 meters east.<2E>
level.scr_sound[ "raptor" ][ "inv_six_300meast" ] = "inv_six_300meast";
//LOCAL HOUSE DESTROYER
//Seal Six-One: That BMP hasn<73>t spotted us! Hang to the right and stay behind it!
level.scr_sound[ "raptor" ][ "inv_six_hangright" ] = "inv_six_hangright";
//Seal Six-One: I got a visual on smoke coming from the crash site.
level.scr_sound[ "raptor" ][ "inv_six_viscrashsite" ] = "inv_six_viscrashsite";
//Seal Six-One: We're spotted! Roach - grab that RPG! Taco, Worm - cover him!
level.scr_sound[ "raptor" ][ "inv_six_grabrpg" ] = "inv_six_grabrpg";
//Seal Six-One: Roach - there<72>s an RPG by that supply drop! Move!
level.scr_sound[ "raptor" ][ "inv_six_rpgsupplydrop" ] = "inv_six_rpgsupplydrop";
//Seal Six-One: Roach, take point - we're cuttin' to the right.
level.scr_sound[ "raptor" ][ "inv_six_takepoint" ] = "inv_six_takepoint";
//LOCAL PIZZA TO CRASH
//Seal Six-One: Incoming! Truck 12 o<>clock!
level.scr_sound[ "raptor" ][ "inv_six_truck12" ] = "inv_six_truck12";
//Taco: We got a Juggernaut inbound!
level.scr_sound[ "taco" ][ "inv_tco_juggernaut" ] = "inv_tco_juggernaut";
//Seal Six-One: Copy on Juggernaut, hit it with a flashbang!
level.scr_sound[ "raptor" ][ "inv_six_hitflashbang" ] = "inv_six_hitflashbang";
//Seal Six-One: Stay back!
level.scr_sound[ "raptor" ][ "inv_six_stayback" ] = "inv_six_stayback";
//Seal Six-One: Aim for the head!
level.scr_sound[ "raptor" ][ "inv_six_aimforthehead" ] = "inv_six_aimforthehead";
//Seal Six-One: Go for a headshot!
level.scr_sound[ "raptor" ][ "inv_six_headshot" ] = "inv_six_headshot";
//Seal Six-One: Team, don<6F>t engage that APC - our objective is the crash site.
level.scr_sound[ "raptor" ][ "inv_six_dontengageapc" ] = "inv_six_dontengageapc";
//Seal Six-One: Roach! Get back from that APC!
level.scr_sound[ "raptor" ][ "inv_six_getbackfromapc" ] = "inv_six_getbackfromapc";
//Seal Six-One: Team be advised, enemy has close air support operating in our AO.
level.scr_sound[ "raptor" ][ "inv_six_closeairsupport" ] = "inv_six_closeairsupport";
//Seal Six-One: Check your fire check your fire! Friendlies at 10 o'clock in the purple building.
level.scr_sound[ "raptor" ][ "inv_six_purplebuilding" ] = "inv_six_purplebuilding";
//LOCAL AT CRASH SITE
//Seal Six-One: Marine! Gimme a sitrep! Where's the President?
level.scr_sound[ "raptor" ][ "inv_six_gimmesitrep" ] = "inv_six_gimmesitrep";
//Sgt Wells: We moved him to the meat locker, it's practically bulletproof!
level.scr_sound[ "wells" ][ "inv_sgw_meatlocker" ] = "inv_sgw_meatlocker";
//Seal Six-One: What's his status?
level.scr_sound[ "raptor" ][ "inv_six_status" ] = "inv_six_status";
//Sgt Wells: He's still unconscious, you got a corpsman?
level.scr_sound[ "wells" ][ "inv_sgw_unconscious" ] = "inv_sgw_unconscious";
//Seal Six-One: (aside) Taco, check it out! (back to Marine) What else?
level.scr_sound[ "raptor" ][ "inv_six_whatelse" ] = "inv_six_whatelse";
//Sgt Wells: We got a supply drop on the roof with an M-5 sentry gun!
level.scr_sound[ "wells" ][ "inv_sgw_supplydrop" ] = "inv_sgw_supplydrop";
//Seal Six-One: Roach - get to the roof and get that sentry gun pointed south!
level.scr_sound[ "raptor" ][ "inv_six_sentrygunsouth" ] = "inv_six_sentrygunsouth";
//Seal Six-One: What about anti-tank weapons, air support?
level.scr_sound[ "raptor" ][ "inv_six_antitank" ] = "inv_six_antitank";
//Sgt Wells: We're all out! It's just Ramirez, Collins and myself sir!
level.scr_sound[ "wells" ][ "inv_sgw_allout" ] = "inv_sgw_allout";
//Seal Six-One: Roger that!
level.scr_sound[ "raptor" ][ "inv_six_rogerthat" ] = "inv_six_rogerthat";
//Seal Six-One: Roger that!
level.scr_radio[ "inv_six_rogerthat" ] = "inv_six_rogerthat";
//RADIO
//Seal Six-One: Roach, use the ladder in the kitchen and get to the roof.
level.scr_radio[ "inv_six_ladderinkitchen" ] = "inv_six_ladderinkitchen";
//Seal Six-One: Roach this is raptor. Get to the roof, there's a maintenance ladder in the kitchen.
level.scr_radio[ "inv_six_gettoroof" ] = "inv_six_gettoroof";
//Seal Six-One: Roach, you on the roof yet? Get that sentry gun online and make sure its pointed south.
level.scr_radio[ "inv_six_onroofyet" ] = "inv_six_onroofyet";
//Seal Six-One: Heads up ladies, we got trucks to the south.
level.scr_radio[ "inv_six_headsupladies" ] = "inv_six_headsupladies";
//Seal Six-One: Team, this is raptor. Switch to thermal optics if you got 'em.
level.scr_radio[ "inv_six_thermaloptics" ] = "inv_six_thermaloptics";
//Seal Six-One: Looks like Ivan's had enough.
level.scr_radio[ "inv_six_hadenough" ] = "inv_six_hadenough";
//Seal Six-One: Team, check weapons and ammo. They'll be back.
level.scr_radio[ "inv_six_checkammo" ] = "inv_six_checkammo";
//Worm: What the hell was that?!
level.scr_radio[ "inv_wrm_whatwasthat" ] = "inv_wrm_whatwasthat";
//Seal Six-One: Roach! Get the <garble> off the roof!
level.scr_radio[ "inv_six_offtheroof" ] = "inv_six_offtheroof";
// //Taco: raptor, this is Taco how copy over?
// level.scr_radio[ "inv_tco_howcopy" ] = "inv_tco_howcopy";
//
// //Seal Six-One: Solid copy Taco, go ahead!
// level.scr_radio[ "inv_six_solidcopy" ] = "inv_six_solidcopy";
//
// //Taco: I scoped a UAV operator in the diner across the street to the west, break. That's where the missiles are coming from, over.
// level.scr_radio[ "inv_tco_uavop" ] = "inv_tco_uavop";
//
// //Seal Six-One: Copy that. Taco, you and Roach get over there and kill that SOB. Everyone else cover 'em.
// level.scr_radio[ "inv_six_killthatsob" ] = "inv_six_killthatsob";
//
// //Taco: Taco copies all. Roach, you're with me let's go.
// level.scr_radio[ "inv_tco_copiesall" ] = "inv_tco_copiesall";
//Seal Six-One: Taco, be advised, two BMPs coming in from the north.
level.scr_radio[ "inv_six_bmpsfromnorth" ] = "inv_six_bmpsfromnorth";
//Taco: Roger that.
level.scr_radio[ "inv_tco_rogerthat" ] = "inv_tco_rogerthat";
//LOCAL -DINER
//Taco: Roach - get the control rig for the UAV!
level.scr_sound[ "taco" ][ "inv_tco_controlrig" ] = "inv_tco_controlrig";
//Taco: Roach - I got you covered! Pick up the control rig!
level.scr_sound[ "taco" ][ "inv_tco_pickupcontrolrig" ] = "inv_tco_pickupcontrolrig";
//Taco: Incoming!
level.scr_sound[ "taco" ][ "inv_tco_incoming" ] = "inv_tco_incoming";
//Taco: Back door!
level.scr_sound[ "taco" ][ "inv_tco_backdoor" ] = "inv_tco_backdoor";
//RADIO
//Seal Six-One: Roach! Waste those BMPs! Now!
level.scr_radio[ "inv_six_wastebmpsnow" ] = "inv_six_wastebmpsnow";
//Seal Six-One: Enemy fast moverrrs!!! Take coverr!!!
level.scr_radio[ "inv_six_fastmovers" ] = "inv_six_fastmovers";
//Taco: raptor you still there?
level.scr_radio[ "inv_tco_stillthere" ] = "inv_tco_stillthere";
//Seal Six-One: <cough> Taco, Roach, new plan.
level.scr_radio[ "inv_six_newplan" ] = "inv_six_newplan";
//Seal Six-One: Secure the Burgertown and get on the <cough> roof.
level.scr_radio[ "inv_six_secureburgertown" ] = "inv_six_secureburgertown";
//Seal Six-One: Everyone on this net, listen up, we're moving the package asap.
level.scr_radio[ "inv_six_listenup" ] = "inv_six_listenup";
//Seal Six-One: We need to get the hell out of this building before those fast movers make another pass.
level.scr_radio[ "inv_six_anotherpass" ] = "inv_six_anotherpass";
//Seal Six-One: Taco, Roach, we still got hostiles in the Burgertown, move it!
level.scr_radio[ "inv_six_hostilesinbt" ] = "inv_six_hostilesinbt";
//Seal Six-One: Taco, Roach! Clear the Burgertown roof asap!
level.scr_radio[ "inv_six_clearbtroof" ] = "inv_six_clearbtroof";
//Seal Six-One: Alright, stay on the roof and cover us! We got the President and we're movin' out now.
level.scr_radio[ "inv_six_gotpresident" ] = "inv_six_gotpresident";
//Seal Six-One: Keep these guys off me!
level.scr_radio[ "inv_six_keepoffme" ] = "inv_six_keepoffme";
level.scr_sound[ "raptor" ][ "inv_six_keepoffme" ] = "inv_six_keepoffme";
//Taco: Incoming, north side!
level.scr_radio[ "inv_tco_incomingnorth" ] = "inv_tco_incomingnorth";
//Taco: Contact to the north!
level.scr_radio[ "inv_tco_contactnorth" ] = "inv_tco_contactnorth";
//Taco: Incoming, south side!
level.scr_radio[ "inv_tco_incomingsouth" ] = "inv_tco_incomingsouth";
//Taco: Contact to the south!
level.scr_radio[ "inv_tco_contactsouth" ] = "inv_tco_contactsouth";
//Taco: Contact northwest!
level.scr_radio[ "inv_tco_contactnw" ] = "inv_tco_contactnw";
//Taco: Contact southeast!
level.scr_radio[ "inv_tco_contactse" ] = "inv_tco_contactse";
//Taco: Incoming helo!
level.scr_radio[ "inv_tco_incominghelo" ] = "inv_tco_incominghelo";
//Seal Six-One: Taco, Roach, get off the roof!
level.scr_radio[ "inv_six_getoffroof" ] = "inv_six_getoffroof";
//Seal Six-One: The convoy's here! I got the President! Move move!
level.scr_radio[ "inv_six_convoyshere" ] = "inv_six_convoyshere";
//Radio HQ Voice 1: Seal Six-One, this is Overlord, gimme a sitrep over.
level.scr_radio[ "inv_hqr_sitrep" ] = "inv_hqr_sitrep";
//Seal Six-One: Overlord, Six-One Actual. Be advised: precious cargo is secure, repeat, precious cargo is secure. We're oscar mike.
level.scr_radio[ "inv_six_cargosecure" ] = "inv_six_cargosecure";
//Radio HQ Voice 1: Overlord copies all. Good job. Out.
level.scr_radio[ "inv_hqr_goodjob" ] = "inv_hqr_goodjob";
//NEWEST
//Team the crashed heli at 12 o'clock is our objective. ***
level.scr_sound[ "raptor" ][ "inv_six_ourobjective" ] = "inv_six_ourobjective";
//Pick up that RPG by the supply drop!
level.scr_sound[ "raptor" ][ "inv_six_pickuprpg" ] = "inv_six_pickuprpg";
//Roach! Pick up that RPG!
level.scr_sound[ "raptor" ][ "inv_six_pickupthatrpg" ] = "inv_six_pickupthatrpg";
//Roach get more rockets from the supply drop!
level.scr_sound[ "raptor" ][ "inv_six_morerockets" ] = "inv_six_morerockets";
//Roach get another RPG from the supply drop!
level.scr_sound[ "raptor" ][ "inv_six_anotherrpg" ] = "inv_six_anotherrpg";
//Pick up the explosives by the supply drop!
level.scr_sound[ "raptor" ][ "inv_six_pickup" ] = "inv_six_pickup";
//Roach get more explosives from the supply drop!
level.scr_sound[ "raptor" ][ "inv_six_getmore" ] = "inv_six_getmore";
//radio
//He's down!
level.scr_radio[ "inv_tco_hesdown" ] = "inv_tco_hesdown";
level.scr_sound[ "taco" ][ "inv_tco_hesdown" ] = "inv_tco_hesdown";
//Nice one Roach.
level.scr_radio[ "inv_six_niceoneheli" ] = "inv_six_niceoneheli";
level.scr_sound[ "raptor" ][ "inv_six_niceoneheli" ] = "inv_six_niceoneheli";
//Nice one guys.
level.scr_radio[ "inv_six_niceoneguys" ] = "inv_six_niceoneguys";
level.scr_sound[ "raptor" ][ "inv_six_niceoneguys" ] = "inv_six_niceoneguys";
//Stay with us Roach!
level.scr_radio[ "inv_six_staywithus" ] = "inv_six_staywithus";
level.scr_sound[ "raptor" ][ "inv_six_staywithus" ] = "inv_six_staywithus";
//radio
//On me!
level.scr_radio[ "inv_six_onme" ] = "inv_six_onme";
level.scr_sound[ "raptor" ][ "inv_six_onme" ] = "inv_six_onme";
//Get over here!
level.scr_radio[ "inv_six_getoverhere" ] = "inv_six_getoverhere";
//Go go go!
level.scr_radio[ "inv_six_gogogo" ] = "inv_six_gogogo";
level.scr_sound[ "raptor" ][ "inv_six_gogogo" ] = "inv_six_gogogo";
//Roach, we're at the crash site get over here.
level.scr_radio[ "inv_six_crashsite" ] = "inv_six_crashsite";
//The crash site is on the north side of Nate's restaurant.
level.scr_radio[ "inv_six_northofnates" ] = "inv_six_northofnates";
//radio
//Incoming from the south! Two dozen plus foot mobiles!
level.scr_radio[ "inv_six_2dozen" ] = "inv_six_2dozen";
//They're using smoke to cover their advance!
level.scr_radio[ "inv_tco_usingsmoke" ] = "inv_tco_usingsmoke";
//Get off the roof!
level.scr_radio[ "inv_six_getoffroof2" ] = "inv_six_getoffroof2";
//Get down from the roof now!
level.scr_radio[ "inv_six_getoffroofnow" ] = "inv_six_getoffroofnow";
//Nice work team. Regroup over here.
level.scr_radio[ "inv_six_regroup" ] = "inv_six_regroup";
//Taco, Roach, regroup in the restaurant.
level.scr_radio[ "inv_six_regroupinrest" ] = "inv_six_regroupinrest";
//////////////////////////////////////NEW
//
//Team, shift your fire north.
level.scr_radio[ "inv_six_shiftfiren" ] = "inv_six_shiftfiren";
//Team, we got contacts to the north.
level.scr_radio[ "inv_six_contactsn" ] = "inv_six_contactsn";
//
//They're layin' down a smokescreen to the north.
level.scr_radio[ "inv_tco_smokescrnth" ] = "inv_tco_smokescrnth";
//Roger. Switch to thermal if you got it.
level.scr_radio[ "inv_six_switchthermal" ] = "inv_six_switchthermal";
//
//Roach, get on the roof of that Burger Town and get ready to cover us.
level.scr_radio[ "inv_six_readytocover" ] = "inv_six_readytocover";
//Taco, Roach - cover us from the Burger Town roof. Go!
level.scr_radio[ "inv_six_coverusgo" ] = "inv_six_coverusgo";
///
//Taco, Roach, we need to move ASAP! Clear that restaurant!
level.scr_radio[ "inv_six_needtomove" ] = "inv_six_needtomove";
//Team, what's the hold up? Secure that restaurant!
level.scr_radio[ "inv_six_whatsholdup" ] = "inv_six_whatsholdup";
///
//Roach take cover! That BMP's spotted you!
level.scr_radio[ "inv_six_bmpspottedyou" ] = "inv_six_bmpspottedyou";
//Roach take cover! One of the BMPs has a visual on you!
level.scr_radio[ "inv_six_bmphasavisual" ] = "inv_six_bmphasavisual";
//Get behind something solid! That BMP's got you in his sights!
level.scr_radio[ "inv_six_behindsolid" ] = "inv_six_behindsolid";
//
//The BMP's lost you! Go go go!
level.scr_radio[ "inv_six_bmplostyou" ] = "inv_six_bmplostyou";
//That BMP's lost sight of you! Move!
level.scr_radio[ "inv_six_bmplostyoumove" ] = "inv_six_bmplostyoumove";
//All right the BMP's lost you! Go go go!
level.scr_radio[ "inv_six_bmplostyougo" ] = "inv_six_bmplostyougo";
//
//Roach, neutralize that enemy armor.
level.scr_radio[ "inv_six_neutralizearmor" ] = "inv_six_neutralizearmor";
//Destroy those APCs!
level.scr_radio[ "inv_six_destroyapcs" ] = "inv_six_destroyapcs";
//There's still one BMP left!
level.scr_radio[ "inv_six_stillonebmp" ] = "inv_six_stillonebmp";
//Waste that BMP now!
level.scr_radio[ "inv_six_wastethatbmpnow" ] = "inv_six_wastethatbmpnow";
///
//Team, we're inside, we've got the President!
level.scr_radio[ "inv_six_gotthepresident" ] = "inv_six_gotthepresident";
//Friendly convoy is oscar mike.
level.scr_radio[ "inv_six_friedlyconvoy" ] = "inv_six_friedlyconvoy";
///////////////////////////////NOT IN
//Hostile paratrooper on the roof.
level.scr_sound[ "raptor" ][ "inv_six_paratrooper" ] = "inv_six_paratrooper";
//level.scr_radio[ "inv_six_paratrooper" ] = "inv_six_paratrooper";
//Enemy paratrooper at our 12.
level.scr_sound[ "raptor" ][ "inv_six_enemyptroop" ] = "inv_six_enemyptroop";
//level.scr_radio[ "inv_six_enemyptroop" ] = "inv_six_enemyptroop";
//Russian paratrooper coming down at our 12 o'clock.
level.scr_sound[ "raptor" ][ "inv_six_rusptroop" ] = "inv_six_rusptroop";
//level.scr_radio[ "inv_six_rusptroop" ] = "inv_six_rusptroop";
//Taco: Roger that.
level.scr_sound[ "taco" ][ "inv_tco_rogerthat" ] = "inv_tco_rogerthat";
//Team, shift your fire to the west.
level.scr_radio[ "inv_six_shiftfirew" ] = "inv_six_shiftfirew";
//Team, contacts to the west.
level.scr_radio[ "inv_six_contactsw" ] = "inv_six_contactsw";
//Got an enemy smokescreen to the west.
level.scr_radio[ "inv_tco_smokescrwest" ] = "inv_tco_smokescrwest";
// vvvvvvvvvvv NEW BT ROOF vvvvvvvvvvvvvvvvvv
//Taco, get on the roof of Burger Town and provide overwatch! Roach, regroup on me! We're gonna move the package!
level.scr_radio[ "inv_six_overwatch" ] = "inv_six_overwatch";
//Roger that! Moving! Roach - regroup with the squad, go!
level.scr_radio[ "inv_tco_regroupsquad" ] = "inv_tco_regroupsquad";
//Roach, on me! Regroup with the squad!
level.scr_radio[ "inv_six_roachonme" ] = "inv_six_roachonme";
//Roach, Taco's got the roof covered! We need you back here! Move!
level.scr_radio[ "inv_six_backhere" ] = "inv_six_backhere";
// BT DEFEND
//Roach, use the UAV on the infantry!
level.scr_radio[ "inv_six_theinfantry" ] = "inv_six_theinfantry";
//Roach use the UAV on that armor!
level.scr_radio[ "inv_six_thatarmor" ] = "inv_six_thatarmor";
//Stay with us Roach!
//level.scr_radio[ "inv_six_staywithus" ] = "inv_six_staywithus";
//Get over here!
//level.scr_radio[ "inv_six_getoverhere" ] = "inv_six_getoverhere";
// HUMVEE INTRO
//The Russians have everything east of I-95! My sector's gonna fall within the hour!
level.scr_radio[ "inv_gm1_eastof95" ] = "inv_gm1_eastof95";
//We've lost contact with Annapolis, where is the air support!
level.scr_radio[ "inv_gm2_airsupport" ] = "inv_gm2_airsupport";
//Counterbattery fire is unable to engage! Enemy paratroopers have infiltrated their positions, we are cut off, I repeat we are cut off!
level.scr_radio[ "inv_gm3_cutoff" ] = "inv_gm3_cutoff";
//Broken arrow broken arrow! Drop that thousand pounder on the red smoke, now!
level.scr_radio[ "inv_gm4_brokenarrow" ] = "inv_gm4_brokenarrow";
//Interrogative, can your Harriers take out the interchange at I-495 and US-50 over?
level.scr_radio[ "inv_gm1_495and50" ] = "inv_gm1_495and50";
// YARDS STORY
//Overlord this is Raptor Six requesting air support, over!
level.scr_sound[ "raptor" ][ "inv_six_reqairsupport" ] = "inv_six_reqairsupport";
//Raptor Six, all air support is already engaged. Additional ground support is enroute to your position but has encountered heavy resistance, over.
level.scr_sound[ "raptor" ][ "inv_hqr_engaged" ] = "inv_hqr_engaged";
//Roger that Overlord. Be advised we have encountered enemy armor and are proceeding on foot, over.
level.scr_sound[ "raptor" ][ "inv_six_onfoot" ] = "inv_six_onfoot";
//Overlord copies all. Good luck. Out.
level.scr_sound[ "raptor" ][ "inv_hqr_goodluck" ] = "inv_hqr_goodluck";
//////////////////////// NEW FEB 11
//The convoy's here! Everyone on me! We're getting the hell outta here! Let's go, let's go!!
level.scr_radio[ "inv_six_convoyshere" ] = "inv_six_convoyshere";
//Ramirez! The convoy is just south of Burgertown, get your ass over here! Move!
level.scr_radio[ "inv_six_southofbtown" ] = "inv_six_southofbtown";
//Ramirez! We gotta get back to the convoy! Let's go!
level.scr_radio[ "inv_tco_backtoconvoy" ] = "inv_tco_backtoconvoy";
///IN:
//Hang right and stay behind it!
level.scr_sound[ "raptor" ][ "inv_six_staybehind" ] = "inv_six_staybehind";
//Ramirez, throw some Semtex on that BMP!
level.scr_sound[ "raptor" ][ "inv_six_throwsemtex" ] = "inv_six_throwsemtex";
//Ramirez, get some Semtex on that BMP!
level.scr_sound[ "raptor" ][ "inv_six_getsemtex" ] = "inv_six_getsemtex";
//Ramirez, destroy that BMP with Semtex!
level.scr_sound[ "raptor" ][ "inv_six_destroy" ] = "inv_six_destroy";
//INTRO
//Hunter Two-One this is Overlord. We got a visual on an enemy attack helicopter headed for your area, over.
level.scr_radio[ "inv_hqr_enemyhelo" ] = "inv_hqr_enemyhelo";
//Hunter Two-One, be advised, enemy helo approaching your sector. CAP is unavailable at this time, good luck, over.
level.scr_radio[ "inv_hqr_capunavail" ] = "inv_hqr_capunavail";
//Solid copy Overlord. Ramirez! Take down that helicopter! Go!
level.scr_radio[ "inv_six_takedown" ] = "inv_six_takedown";
//HELP
//Ramirez! I saw a couple Stingers on the roof of Nate's! Use 'em to take down that sonofabitch! Go!
level.scr_radio[ "inv_tco_roofofnates" ] = "inv_tco_roofofnates";
//Ramirez! There's Stingers on the roof of Nate's restaurant! Use 'em to kill that helo! Go! Go!
level.scr_radio[ "inv_tco_killthathelo" ] = "inv_tco_killthathelo";
//Ramirez! I saw some Stinger missiles in that diner to the west! Use them to to dispatch that chopper! I'll cover you! Go!
level.scr_radio[ "inv_tco_dispatchchopper" ] = "inv_tco_dispatchchopper";
//Ramirez! There's Stinger missiles in that stockpile to the west, inside the diner! Move! I got ya covered!
level.scr_radio[ "inv_tco_insidediner" ] = "inv_tco_insidediner";
//SECOND
//Hunter Two-One, relay from Goliath One: you got an enemy helicopter loaded for bear, approaching your area, over.
level.scr_radio[ "inv_hqr_relaygol1" ] = "inv_hqr_relaygol1";
//Eyes up!!! Enemy gunship comin' in hot!!!
level.scr_radio[ "inv_tco_eyesup" ] = "inv_tco_eyesup";
//Roger Overlord, Hunter copies all. Ramirez, we've got another enemy helo, take it out!!
level.scr_radio[ "inv_six_anotherhelo" ] = "inv_six_anotherhelo";
//NAGS
//Ramirez, take out that helicopter before the convoy arrives!! Move!!
level.scr_radio[ "inv_six_beforeconvoy" ] = "inv_six_beforeconvoy";
//Ramirez, find an anti-aircraft weapon and take out the gunship!!
level.scr_radio[ "inv_six_antiaircraft" ] = "inv_six_antiaircraft";
//Ramirez! Take out that gunship before the convoy arrives! Go! Go!
level.scr_radio[ "inv_six_takegunship" ] = "inv_six_takegunship";
/////////////IN:
//<Garble!> Someone just fired a missile at the UAV!
level.scr_radio[ "inv_tco_firedmissile" ] = "inv_tco_firedmissile";
//Be advised, the UAV is offline I repeat, the UAV is offline!! <Garble!>
level.scr_radio[ "inv_tco_uavoffline" ] = "inv_tco_uavoffline";
/////////////IN:
//Hunter Two-One this is Overlord Actual, we're seeing enemy reinforcements to your north, over.
level.scr_radio[ "inv_hqr_enemynorth" ] = "inv_hqr_enemynorth";
//Be advised Hunter Two-One, you got enemy infantry by that bank to the north, over.
level.scr_radio[ "inv_hqr_banktonorth" ] = "inv_hqr_banktonorth";
//Hunter Two-One, be advised, enemy foot-mobiles approaching north of your location, over.
level.scr_radio[ "inv_hqr_footmobiles" ] = "inv_hqr_footmobiles";
//Hunter Two-One, Overlord. Enemy foot-mobiles approaching you from the southeast, over.
level.scr_radio[ "inv_hqr_southeast" ] = "inv_hqr_southeast";
//Hunter Two-One, Goliath One has a visual on hostiles coming from the southeast, over.
level.scr_radio[ "inv_hqr_visualse" ] = "inv_hqr_visualse";
//Hunter Two-One, be advised, enemy foot-mobiles have been sighted near the taco joint, over.
level.scr_radio[ "inv_hqr_tacojoint" ] = "inv_hqr_tacojoint";
//Hunter Two-One, Hunter Four has a visual on hostiles near the Nova gas station, over.
level.scr_radio[ "inv_hqr_novagasstation" ] = "inv_hqr_novagasstation";
//Hunter Two-One, relay from Goliath Two, enemy reinforcements approaching from the west, over.
level.scr_radio[ "inv_hqr_enemywest" ] = "inv_hqr_enemywest";
//Hunter Two-One, tangos approaching near the diner to the west, over.
level.scr_radio[ "inv_hqr_dinerwest" ] = "inv_hqr_dinerwest";
//Additional ground support is en route to your position but has encountered heavy resistance, over.
level.scr_sound[ "raptor" ][ "inv_hqr_engaged2" ] = "inv_hqr_engaged2";
//Be advised, we have encountered enemy armor and are proceeding on foot, over.
level.scr_sound[ "raptor" ][ "inv_six_onfoot2" ] = "inv_six_onfoot2";
//Sarge, did HQ just tell us to 'F' ourselves?
level.scr_sound[ "raptor" ][ "inv_tco_fourselves" ] = "inv_tco_fourselves";
//Pretty much, Corporal!
level.scr_sound[ "taco" ][ "inv_six_prettymuch" ] = "inv_six_prettymuch";
//I have a visual on an enemy UAV operator remote-piloting those missiles!
level.scr_radio[ "inv_tco_uavop" ] = "inv_tco_uavop";
//He's inside that diner to the west, over!
level.scr_radio[ "inv_tco_uavop2" ] = "inv_tco_uavop2";
//Ramirez! Get over there, and kill that SOB!
level.scr_radio[ "inv_six_killthatsob" ] = "inv_six_killthatsob";
//I'm sending part of the squad to help you out! Go!
level.scr_radio[ "inv_six_killthatsob2" ] = "inv_six_killthatsob2";
//Good effect on target. That's a kill. One more to go.
level.scr_radio[ "inv_six_onemore" ] = "inv_six_onemore";
//The door is shut - you guys keep Ivan out.
level.scr_radio[ "inv_six_gotthepresident2" ] = "inv_six_gotthepresident2";
//Ramirez, use the UAV! We got incoming infantry!
level.scr_radio[ "inv_six_theinfantry2" ] = "inv_six_theinfantry2";
//Use 'em to take down that sonofabitch! Go!
level.scr_radio[ "inv_tco_roofofnates2" ] = "inv_tco_roofofnates2";
//Use 'em to kill that helo! Go! Go!
level.scr_radio[ "inv_tco_killthathelo2" ] = "inv_tco_killthathelo2";
//Ramirez! Check the roof of Nate's restaurant! I saw some Stingers up there!
level.scr_radio[ "inv_six_checktheroof" ] = "inv_six_checktheroof";
//Ramirez! There's some Stingers by the supply drop on the roof of Nate's!
level.scr_radio[ "inv_six_supplydroponroof" ] = "inv_six_supplydroponroof";
//Use it to to dispatch that chopper! I'll cover you! Go!
level.scr_radio[ "inv_tco_dispatchchopper2" ] = "inv_tco_dispatchchopper2";
//Ramirez! Next to the gas station to the west is a diner! Check there for a Stinger missile!
level.scr_radio[ "inv_tco_nexttostation" ] = "inv_tco_nexttostation";
//Ramirez! I saw a Stinger missile in the diner where we got the UAV control rig!
level.scr_radio[ "inv_tco_dineruav" ] = "inv_tco_dineruav";
///in
//Corporal Dunn, give me a sitrep on Raptor, over.
level.scr_radio[ "inv_six_sitreponraptor" ] = "inv_six_sitreponraptor";
//Raptor is secure and stable.
level.scr_radio[ "inv_tco_secureandstable" ] = "inv_tco_secureandstable";
//Everyone lock and load! We're going to move from here to the Burger Town as a group, hua?
level.scr_radio[ "inv_six_lockandload" ] = "inv_six_lockandload";
//On three!
level.scr_radio[ "inv_six_onthree" ] = "inv_six_onthree";
//One!
level.scr_radio[ "inv_six_one" ] = "inv_six_one";
//Two!
level.scr_radio[ "inv_six_two" ] = "inv_six_two";
//Three!!
level.scr_radio[ "inv_six_three" ] = "inv_six_three";
//Go go go!
level.scr_radio[ "inv_six_gogogo2" ] = "inv_six_gogogo2";
//Squad, concentrate all your fire on that that gunship! Take it out!!!
level.scr_radio[ "inv_six_concentratefire" ] = "inv_six_concentratefire";
//Keep firing!! Take it down!!!
level.scr_radio[ "inv_six_keepfiring" ] = "inv_six_keepfiring";
//Tangos on the roof behind us!
level.scr_sound[ "raptor" ][ "inv_six_roofbehind" ] = "inv_six_roofbehind";
//Our perimeter is breached! Enemies on the roof!
level.scr_sound[ "raptor" ][ "inv_six_enemiesonroof" ] = "inv_six_enemiesonroof";
//Contact! Hostiles are on our roof! Inside our perimeter!
level.scr_sound[ "raptor" ][ "inv_six_insideperim" ] = "inv_six_insideperim";
//Squad! Hostiles on the roof! Turn around!
level.scr_sound[ "raptor" ][ "inv_six_turnaround" ] = "inv_six_turnaround";
// MikeD: Used for _remotemissile
level.uav_radio_initialized = true;
//Hunter Two-One Hellfire missile is online.
//level.scr_radio[ "uav_online_variant" ][0] = "inv_hqr_hellfireonline";
//Hunter Two-One AGM missile is online.
// level.scr_radio[ "inv_hqr_hellfireonline" ] = "inv_hqr_hellfireonline";
//Hellfire missile is online.
//level.scr_radio[ "uav_online_variant" ][1] = "inv_hqr_hellfireonline2";
//AGM missile is online.
// level.scr_radio[ "inv_hqr_hellfireonline2" ] = "inv_hqr_hellfireonline2";
//Hellfire missile is online. I repeat Hellfire missile is online.
//level.scr_radio[ "uav_online_variant" ][2] = "inv_hqr_hellfireonline3";
//AGM missile is online. I repeat AGM missile is online.
// level.scr_radio[ "inv_hqr_hellfireonline3" ] = "inv_hqr_hellfireonline3";
//Hellfires are off line.
level.scr_radio[ "uav_offline" ] = "inv_hqr_hellfireoffline";
//AGMs are off line.
// level.scr_radio[ "inv_hqr_hellfireoffline" ] = "inv_hqr_hellfireoffline";
//The predator drone is off line.
// level.scr_radio[ "inv_hqr_predatoroffline" ] = "inv_hqr_predatoroffline";
//The UAV is off line.
// level.scr_radio[ "inv_hqr_predatoroffline" ] = "inv_hqr_predatoroffline";
//Predator drone is off line.
// level.scr_radio[ "inv_hqr_predatoroffline2" ] = "inv_hqr_predatoroffline2";
//UAV is off line.
// level.scr_radio[ "inv_hqr_predatoroffline2" ] = "inv_hqr_predatoroffline2";
//Hellfires are down hunter two one.
level.scr_radio[ "uav_down" ] = "inv_hqr_hellfiredown";
//AGMs are down hunter two one.
// level.scr_radio[ "inv_hqr_hellfiredown" ] = "inv_hqr_hellfiredown";
level.scr_radio[ "uav_down_variant" ][0] = "inv_hqr_hellfiredown";
level.scr_radio[ "uav_down_variant" ][1] = "inv_hqr_predatoroffline";
level.scr_radio[ "uav_down_variant" ][2] = "inv_hqr_hellfireoffline";
level.scr_radio[ "uav_down_variant" ][3] = "inv_hqr_predatoroffline2";
//That looks to be at least five no, ten kills, hunter two one. Keep it up.
level.scr_radio[ "inv_hqr_fivenotenkills" ] = "inv_hqr_fivenotenkills";
//Oh man. Thats at least ten more confirms hunter two one. Good shooting.
level.scr_radio[ "inv_hqr_tenmoreconfirms" ] = "inv_hqr_tenmoreconfirms";
//Ten plus KIAs. Good hit. Good hit.
level.scr_radio[ "inv_hqr_tenpluskia" ] = "inv_hqr_tenpluskia";
//Five plus confirmed kills. Nice work. Hunter two one.
level.scr_radio[ "inv_hqr_fiveplus" ] = "inv_hqr_fiveplus";
//Hunter two one, thats another five plus confirmed.
level.scr_radio[ "inv_hqr_another5plus" ] = "inv_hqr_another5plus";
//Good hit. More than five KIAs.
level.scr_radio[ "inv_hqr_morethanfive" ] = "inv_hqr_morethanfive";
//You got 'em. Good kill.
level.scr_radio[ "inv_hqr_yougotem" ] = "inv_hqr_yougotem";
//Good kills hunter two one. Good kills.
level.scr_radio[ "inv_hqr_goodkills" ] = "inv_hqr_goodkills";
//Thats a direct hit hunter two one, keep up the fire.
level.scr_radio[ "inv_hqr_directhit" ] = "inv_hqr_directhit";
//He's down.
level.scr_radio[ "inv_hqr_hesdown" ] = "inv_hqr_hesdown";
//Use the cover of the smoke to run past the BTR into the alley!
level.scr_sound[ "raptor" ][ "inv_six_coverofsmoke" ] = "inv_six_coverofsmoke";
//Ramirez! Come to alley!
level.scr_sound[ "raptor" ][ "inv_six_cometoalley" ] = "inv_six_cometoalley";
//Squad, we still got 2,000 civvies in Arcadia! If you got family there it's your lucky day - we're gonna go save their lives!
level.scr_radio[ "inv_fly_2kcivvies" ] = "inv_fly_2kcivvies";
}
//need go to diner nags
//level.raptor anim_single_queue( level.raptor, "inv_six_getbackfromapc" );
//radio_dialogue( soundAlias, timeout );
/*
//LOCAL HOUSE DESTROYER
//LOCAL PIZZA TO CRASH
//Seal Six-One: Roach! Get back from that APC!
level.raptor anim_single_queue( level.raptor, "inv_six_getbackfromapc" );
//RADIO
*/