IW4-Dump-Files/maps/trainer_anim.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#using_animtree( "generic_human" );
main()
{
anims();
dialogue();
vehicles();
basketball_anims();
model_anims();
}
anims()
{
maps\_props::add_smoking_notetracks( "generic" );
/*-----------------------
TRAINING - RANGE
-------------------------*/
//Begining, all start at same time:
level.scr_anim[ "foley" ][ "training_intro_begining" ] = %training_intro_foley_begining;
//addNotetrack_flag( animname, notetrack, theFlag, anime )
addNotetrack_flag( "foley", "ps_train_fly_welcome", "ps_train_fly_welcome", "training_intro_begining" );
addNotetrack_flag( "foley", "ps_train_fly_demonstration", "ps_train_fly_demonstration", "training_intro_begining" );
addNotetrack_flag( "foley", "ps_train_fly_nooffense", "ps_train_fly_nooffense", "training_intro_begining" );
addNotetrack_flag( "foley", "ps_train_fly_makesyoulook", "ps_train_fly_makesyoulook", "training_intro_begining" );
addNotetrack_flag( "foley", "ps_train_fly_showem", "ps_train_fly_showem", "training_intro_begining" );
addNotetrack_flag( "foley", "pickup", "foley_anim_pickup_weapon", "training_intro_begining" );
level.scr_anim[ "translator" ][ "training_intro_begining_start" ] = %training_intro_translator_begining;
level.scr_anim[ "translator" ][ "training_intro_begining" ][ 0 ] = %training_intro_translator_begining;
level.scr_anim[ "trainee_01" ][ "training_intro_begining_start" ] = %training_intro_trainee_1_begining;
level.scr_anim[ "trainee_01" ][ "training_intro_begining" ][ 0 ] = %training_intro_trainee_1_begining;
//Idle:
level.scr_anim[ "foley" ][ "training_intro_idle" ][ 0 ] = %training_intro_foley_idle_1;
level.scr_anim[ "translator" ][ "training_intro_idle" ][ 0 ] = %training_intro_translator_idle;
level.scr_anim[ "trainee_01" ][ "training_intro_idle" ][ 0 ] = %training_intro_trainee_1_transition_idle;
//Turn arounds:
level.scr_anim[ "foley" ][ "training_intro_foley_turnaround_1" ] = %training_intro_foley_turnaround_1;
level.scr_anim[ "foley" ][ "training_intro_foley_turnaround_2" ] = %training_intro_foley_turnaround_2;
//Talk idles:
level.scr_anim[ "foley" ][ "training_intro_foley_idle_talk_1" ] = %training_intro_foley_idle_talk_1;
level.scr_anim[ "foley" ][ "training_intro_foley_idle_talk_2" ] = %training_intro_foley_idle_talk_2;
//Final group
level.scr_anim[ "foley" ][ "training_intro_end" ] = %training_intro_foley_end;
addNotetrack_flag( "foley", "dialog_1", "notetrack_dialogue_foley_thanks_for_help", "training_intro_end" );
addNotetrack_flag( "foley", "dialog_2", "notetrack_dialogue_foley_who_go_first", "training_intro_end" );
level.scr_anim[ "translator" ][ "training_intro_end" ] = %training_intro_translator_end;
level.scr_anim[ "trainee_01" ][ "training_intro_end" ] = %training_intro_trainee_1_end;
//Idles forever:
level.scr_anim[ "foley" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_foley_end_idle;
level.scr_anim[ "translator" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_translator_end_idle;
level.scr_anim[ "trainee_01" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_trainee_1_end_idle;
addNotetrack_customFunction( "trainee_01", "fire_spray", ::trainee_fire_weapon );
level.scr_anim[ "soldier_wounded" ][ "hummer_sequence" ] = %training_humvee_wounded;
level.scr_anim[ "soldier_door" ][ "hummer_sequence" ] = %training_humvee_soldier;
level.scr_anim[ "generic" ][ "training_locals_groupA_guy1" ][ 0 ] = %training_locals_groupA_guy1;
level.scr_anim[ "generic" ][ "training_locals_groupA_guy2" ][ 0 ] = %training_locals_groupA_guy2;
level.scr_anim[ "generic" ][ "training_locals_groupB_guy1" ][ 0 ] = %training_locals_groupB_guy1;
level.scr_anim[ "generic" ][ "training_locals_groupB_guy2" ][ 0 ] = %training_locals_groupB_guy2;
level.scr_anim[ "generic" ][ "training_locals_sit" ][ 0 ] = %training_locals_sit;
level.scr_anim[ "generic" ][ "training_locals_kneel" ][ 0 ] = %training_locals_kneel;
/*-----------------------
PATROLS
-------------------------*/
level.scr_anim[ "generic" ][ "smoke_idle" ][ 0 ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "lean_smoker" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
/*-----------------------
RUNNERS
-------------------------*/
level.scr_anim[ "generic" ][ "training_jog_guy1" ] = %training_jog_guy1;
level.scr_anim[ "generic" ][ "training_jog_guy2" ] = %training_jog_guy2;
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" ][ "freerunnerA_loop" ] = %freerunnerA_loop;
level.scr_anim[ "generic" ][ "freerunnerB_loop" ] = %freerunnerB_loop;
level.scr_anim[ "generic" ][ "huntedrun_1_idle" ] = %huntedrun_1_idle;
/*-----------------------
AMBIENT
-------------------------*/
//looping
level.scr_anim[ "generic" ][ "training_sleeping_in_chair" ][ 0 ] = %training_sleeping_in_chair;
level.scr_anim[ "generic" ][ "training_basketball_rest" ][ 0 ] = %training_basketball_rest;
//level.scr_sound[ "generic" ][ "training_basketball_rest" ][ 0 ] = "scn_trainer_bball_resting_guy";
level.scr_anim[ "generic" ][ "training_basketball_guy1" ][ 0 ] = %training_basketball_guy1;
level.scr_anim[ "generic" ][ "training_basketball_guy2" ][ 0 ] = %training_basketball_guy2;
level.scr_anim[ "generic" ][ "training_humvee_repair" ][ 0 ] = %training_humvee_repair;
//level.scr_sound[ "generic" ][ "training_humvee_repair" ][ 0 ] = "scn_trainer_mechanic";
level.scr_anim[ "generic" ][ "training_pushups_guy1" ][ 0 ] = %training_pushups_guy1;
//level.scr_sound[ "generic" ][ "training_pushups_guy1" ][ 0 ] = "scn_trainer_pushup_guy";
level.scr_anim[ "generic" ][ "training_pushups_guy2" ][ 0 ] = %training_pushups_guy2;
//level.scr_sound[ "generic" ][ "training_pushups_guy2" ][ 0 ] = "scn_trainer_pushup_guy";
level.scr_anim[ "generic" ][ "training_humvee_repair" ][ 0 ] = %training_humvee_repair;
level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 0 ] = %killhouse_laptop_idle;
level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 1 ] = %killhouse_laptop_lookup;
level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 2 ] = %killhouse_laptop_twitch;
level.scr_anim[ "generic" ][ "cliffhanger_welder_wing" ][ 0 ] = %cliffhanger_welder_wing;
//level.scr_sound[ "generic" ][ "cliffhanger_welder_wing" ][ 0 ] = "scn_trainer_welders_working_loop";
level.scr_anim[ "generic" ][ "cliffhanger_welder_engine" ][ 0 ] = %cliffhanger_welder_engine;
level.scr_anim[ "generic" ][ "patrolstand_idle" ][ 0 ] = %patrolstand_idle;
level.scr_anim[ "generic" ][ "parabolic_guard_sleeper_idle" ][ 0 ] = %parabolic_guard_sleeper_idle;
level.scr_anim[ "generic" ][ "roadkill_cover_spotter_idle" ][ 0 ] = %roadkill_cover_spotter_idle;
level.scr_anim[ "generic" ][ "oilrig_balcony_smoke_idle" ][ 0 ] = %oilrig_balcony_smoke_idle;
level.scr_anim[ "generic" ][ "killhouse_gaz_idleB" ][ 0 ] = %killhouse_gaz_idleB;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_2" ][ 0 ] = %civilian_sitting_talking_A_2;
level.scr_anim[ "generic" ][ "parabolic_leaning_guy_smoking_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
level.scr_anim[ "generic" ][ "parabolic_leaning_guy_idle" ][ 0 ] = %parabolic_leaning_guy_idle;
level.scr_anim[ "generic" ][ "parabolic_leaning_guy_idle_training" ][ 0 ] = %parabolic_leaning_guy_idle_training;
level.scr_anim[ "generic" ][ "civilian_texting_sitting" ][ 0 ] = %civilian_texting_sitting;
level.scr_anim[ "generic" ][ "sitting_guard_loadAK_idle" ][ 0 ] = %sitting_guard_loadAK_idle;
level.scr_anim[ "generic" ][ "afgan_caves_sleeping_guard_idle" ][ 0 ] = %afgan_caves_sleeping_guard_idle;
level.scr_anim[ "generic" ][ "cargoship_sleeping_guy_idle_2" ][ 0 ] = %cargoship_sleeping_guy_idle_2;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_1" ][ 0 ] = %civilian_sitting_talking_A_1;
level.scr_anim[ "generic" ][ "bunker_toss_idle_guy1" ][ 0 ] = %bunker_toss_idle_guy1;
level.scr_anim[ "generic" ][ "roadkill_cover_radio_soldier3" ][ 0 ] = %roadkill_cover_radio_soldier3;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_B_1" ][ 0 ] = %civilian_sitting_talking_B_1;
level.scr_anim[ "generic" ][ "civilian_smoking_A" ][ 0 ] = %civilian_smoking_A;
level.scr_anim[ "generic" ][ "civilian_reader_1" ][ 0 ] = %civilian_reader_1;
level.scr_anim[ "generic" ][ "civilian_reader_2" ][ 0 ] = %civilian_reader_2;
//HACK...need to make looping once anim is fixed
level.scr_anim[ "generic" ][ "guardA_sit_sleeper_sleep_idle" ] = %guardA_sit_sleeper_sleep_idle;
level.scr_anim[ "generic" ][ "roadkill_humvee_map_sequence_quiet_idle" ][ 0 ] = %roadkill_humvee_map_sequence_quiet_idle;
level.scr_anim[ "generic" ][ "guardB_sit_drinker_idle" ][ 0 ] = %guardB_sit_drinker_idle;
level.scr_anim[ "generic" ][ "guardB_standing_cold_idle" ][ 0 ] = %guardB_standing_cold_idle;
level.scr_anim[ "generic" ][ "civilian_texting_standing" ][ 0 ] = %civilian_texting_standing;
level.scr_anim[ "generic" ][ "killhouse_sas_2_idle" ][ 0 ] = %killhouse_sas_2_idle;
level.scr_anim[ "generic" ][ "killhouse_sas_3_idle" ][ 0 ] = %killhouse_sas_3_idle;
level.scr_anim[ "generic" ][ "killhouse_sas_price_idle" ][ 0 ] = %killhouse_sas_price_idle;
level.scr_anim[ "generic" ][ "killhouse_sas_1_idle" ][ 0 ] = %killhouse_sas_1_idle;
level.scr_anim[ "generic" ][ "little_bird_casual_idle_guy1" ][ 0 ] = %little_bird_casual_idle_guy1;
level.scr_anim[ "generic" ][ "sniper_escape_spotter_idle" ][ 0 ] = %sniper_escape_spotter_idle;
level.scr_anim[ "generic" ][ "patrol_bored_idle" ][ 0 ] = %patrol_bored_idle;
//escalator_up_briefcase_guy_enter
level.scr_anim[ "generic" ][ "training_woundedwalk_soldier_1" ] = %training_woundedwalk_soldier_1;
level.scr_anim[ "generic" ][ "training_woundedwalk_soldier_2" ] = %training_woundedwalk_soldier_2;
//one-off then loop
level.scr_anim[ "generic" ][ "hostage_pickup_runout_guy1" ] = %hostage_pickup_runout_guy1;
level.scr_anim[ "generic" ][ "hostage_pickup_runout_guy2" ] = %hostage_pickup_runout_guy2;
//checking wounded:
level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_medic" ] = %DC_Burning_stop_bleeding_medic;
addNotetrack_attach( "generic", "attach prop", "clotting_powder_animated", "TAG_INHAND", "DC_Burning_stop_bleeding_medic" );
addNotetrack_detach( "generic", "dettach prop", "clotting_powder_animated", "TAG_INHAND", "DC_Burning_stop_bleeding_medic" );
level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_wounded" ] = %DC_Burning_stop_bleeding_wounded;
level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_medic_idle" ][0] = %DC_Burning_stop_bleeding_medic_endidle;
level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_wounded_idle" ][0] = %DC_Burning_stop_bleeding_wounded_endidle;
level.scr_anim[ "carrier" ][ "wounded_pickup" ] = %wounded_pickup_carrierguy;
level.scr_anim[ "carried" ][ "wounded_pickup" ] = %wounded_pickup_carriedguy;
level.scr_anim[ "carrier" ][ "wounded_carry" ] = %wounded_carry_fastwalk_carrier;
level.scr_anim[ "carried" ][ "wounded_carry" ] = %wounded_carry_fastwalk_wounded;
level.scr_anim[ "generic" ][ "cliff_guardA_flick" ] = %cliff_guardA_flick;
//one-off
level.scr_anim[ "generic" ][ "unarmed_climb_wall" ] = %unarmed_climb_wall;
//walk cycles
level.scr_anim[ "generic" ][ "civilian_walk_coffee" ][ 0 ] = %civilian_walk_coffee;
level.scr_anim[ "generic" ][ "civilian_walk_cool" ][ 0 ] = %civilian_walk_cool;
level.scr_anim[ "generic" ][ "patrol_bored_patrolwalk" ][ 0 ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrolwalk_swagger" ][ 0 ] = %patrolwalk_swagger;
level.scr_anim[ "generic" ][ "civilian_walk_hurried_1" ][ 0 ] = %civilian_walk_hurried_1;
level.scr_anim[ "generic" ][ "civilian_crowd_behavior_A" ][ 0 ] = %civilian_crowd_behavior_A;
level.scr_anim[ "generic" ][ "civilian_crazywalker_loop" ][ 0 ] = %civilian_crazywalker_loop;
level.scr_anim[ "generic" ][ "civilian_cellphonewalk" ][ 0 ] = %civilian_cellphonewalk;
level.scr_anim[ "generic" ][ "civilian_briefcase_walk_shoelace" ][ 0 ] = %civilian_briefcase_walk_shoelace;
level.scr_anim[ "generic" ][ "civilian_sodawalk" ][ 0 ] = %civilian_sodawalk;
addNotetrack_customFunction( "generic", "footstep_right_large", ::bounce_fx );
addNotetrack_customFunction( "generic", "footstep_left_large", ::bounce_fx );
addNotetrack_customFunction( "generic", "footstep_right_small", ::bounce_fx );
addNotetrack_customFunction( "generic", "footstep_left_small", ::bounce_fx );
/*-----------------------
JAVELIN BEHAVIOR
-------------------------*/
//javelin_idle_A
/*-----------------------
HUMVEES COMING IN, WOUNDED
-------------------------*/
//estate_chopper_sequence_body
//estate_chopper_sequence_soldier
/*-----------------------
PIT
-------------------------*/
level.scr_anim[ "dunn" ][ "training_pit_sitting_welcome" ] = %training_pit_sitting_welcome;
level.scr_anim[ "dunn" ][ "training_pit_sitting_idle" ][ 0 ] = %training_pit_sitting_idle;
//level.scr_sound[ "dunn" ][ "training_pit_sitting_idle" ][ 0 ] = "scn_trainer_pit_sitting_idle";
level.scr_anim[ "dunn" ][ "training_pit_stand_idle" ][ 0 ] = %training_pit_stand_idle;
//level.scr_sound[ "dunn" ][ "training_pit_stand_idle" ][ 0 ] = "scn_trainer_pit_stand_idle";
level.scr_anim[ "dunn" ][ "training_pit_open_case" ] = %training_pit_open_case;
addNotetrack_customFunction( "dunn", "dialog",::notetrack_dunn_welcome_dialogue_01, "training_pit_sitting_welcome" );
addNotetrack_customFunction( "dunn", "dialog2",::notetrack_dunn_welcome_dialogue_02, "training_pit_sitting_welcome" );
addNotetrack_customFunction( "dunn", "case_flip_01",::notetrack_dunn_case_flip_01, "training_pit_open_case" );
addNotetrack_customFunction( "dunn", "case_flip_02",::notetrack_dunn_case_flip_02, "training_pit_open_case" );
addNotetrack_customFunction( "dunn", "button_press",::notetrack_dunn_button_press, "training_pit_open_case" );
addNotetrack_flag( "dunn", "dialog", "dunn_notetrack_open_case_dialogue", "training_pit_open_case" );
}
notetrack_dunn_welcome_dialogue_01( guy )
{
flag_set( "dunn_dialogue_welcome_01" );
}
notetrack_dunn_welcome_dialogue_02( guy )
{
flag_set( "dunn_dialogue_welcome_02" );
}
notetrack_dunn_case_flip_01( guy )
{
flag_set( "case_flip_01" );
}
notetrack_dunn_case_flip_02( guy )
{
flag_set( "case_flip_02" );
}
notetrack_dunn_button_press( guy )
{
flag_set( "button_press" );
self thread play_sound_in_space( "scn_training_fence_button" );
}
dialogue()
{
/*-----------------------
BASKETBALL NAGS
-------------------------*/
//Ranger 2 Get off the court dude. train_ar2_getoffcourt
level.scr_sound[ "court_nag_00" ] = "train_ar2_getoffcourt";
//Ranger 2 Come on man, wait your turn.
level.scr_sound[ "court_nag_01" ] = "train_ar2_waityourturn";
//Ranger 2 Allen, what the hell?
level.scr_sound[ "court_nag_02" ] = "train_ar2_allenwhatthe";
/*-----------------------
RIFLE TRAINING START
-------------------------*/
//Sgt. Foley training Welcome to pull-the-trigger 101.
level.scr_sound[ "foley" ][ "train_fly_welcome" ] = "train_fly_welcome";
//Afghan Translator Welcome to weapons training.
level.scr_sound[ "translator" ][ "train_fly_welcome" ] = "train_aft_welcome";
//Sgt. Foley training Pvt. Allen here is going to do a quick weapons demonstration to show you locals how its done.
level.scr_sound[ "foley" ][ "train_fly_demonstration" ] = "train_fly_demonstration";
//Afghan Translator This soldier is going to perform a weapons demonstration to show all of you how to fire a weapon accurately.
level.scr_sound[ "translator" ][ "train_fly_demonstration" ] = "train_aft_demonstration";
//Sgt. Foley training No offense, but I see a lot of you guys firing from the hip and spraying bullets all over the range.
level.scr_sound[ "foley" ][ "train_fly_nooffense" ] = "train_fly_nooffense";
//Afghan Translator I see many of you firing from the hip and spraying bullets all over the place.
level.scr_sound[ "translator" ][ "train_fly_nooffense" ] = "train_aft_nooffense";
//Sgt. Foley training You don't end up hitting a damn thing and it makes you look like an ass.
level.scr_sound[ "foley" ][ "train_fly_makesyoulook" ] = "train_fly_makesyoulook";
//Afghan Translator When you fire from the hip, you end up missing your targets and look incompetent while doing it.
level.scr_sound[ "translator" ][ "train_fly_makesyoulook" ] = "train_aft_makesyoulook";
//Sgt. Foley training Private Allen, show 'em what I'm talking about.
level.scr_sound[ "foley" ][ "train_fly_showem" ] = "train_fly_showem";
//Afghan Translator The soldier will show you an example of this mistake.
//level.scr_sound[ "translator" ][ "train_fly_showem" ] = "train_aft_showem";
//Sgt. Foley training Grab that weapon off the table and fire at some targets downrange.
level.scr_sound[ "foley" ][ "train_fly_fireattargets" ] = "train_fly_fireattargets";
level.scr_face[ "foley" ][ "train_fly_fireattargets" ] = %train_fly_fireattargets;
//Afghan Translator Grab that weapon off the table and fire at some targets down range.
//level.scr_sound[ "translator" ][ "train_fly_fireattargets" ] = "train_aft_fireattargets";
//Sgt. Foley Turn around and fire at the targets.
level.scr_sound[ "foley" ][ "train_fly_turnaround" ] = "train_fly_turnaround";
level.scr_face[ "foley" ][ "train_fly_turnaround" ] = %train_fly_turnaround;
/*-----------------------
FIRE FROM THE HIP
-------------------------*/
//Sgt. Foley training Sgt. Foley Private Allen, grab that weapon off the table and fire at the targets behind you.
level.scr_sound[ "foley" ][ "nag_rifle_pickup_01" ] = "train_fly_grabthatweapon";
//Sgt. Foley training Come on, Allen. Get with the program. Pick up that weapon and fire at the targets downrange.
level.scr_sound[ "foley" ][ "nag_rifle_pickup_02" ] = "train_fly_comeonallen";
//Sgt. Foley training Don't aim down the sight yet. I'm tryin' to make a point here. Just fire from the hip.
level.scr_sound[ "foley" ][ "nag_hip_fire_01" ] = "train_fly_dontaimdown";
//Sgt. Foley training Fire from the hip, Private. Just like in the movies.
level.scr_sound[ "foley" ][ "nag_hip_fire_02" ] = "train_fly_firefromthehip";
//Let's try a few more.
level.scr_sound[ "foley" ][ "train_fly_tryafew" ] = "train_fly_tryafew";
//Sgt. Foley training Everyone pay attention. You must remember to change magazines when you run out of ammo.
//level.scr_sound[ "foley" ][ "train_fly_payattention" ] = "train_fly_payattention";
//Afghan Translator Everyone pay attention. You must remember to reload when you run out of ammo.
//level.scr_sound[ "translator" ][ "train_aft_payattention" ] = "train_aft_payattention";
//Sgt. Foley training Reload your weapon, Private.
//level.scr_sound[ "foley" ][ "train_fly_reload" ] = "train_fly_reload";
//Sgt. Foley training What are you waiting for? Reload your weapon.
//level.scr_sound[ "foley" ][ "train_fly_waitingfor" ] = "train_fly_waitingfor";
/*-----------------------
ADS WHILE CROUCHED
-------------------------*/
//Sgt. Foley training See what I mean? He sprayed bullets all over the damn place.
level.scr_sound[ "foley" ][ "train_fly_sprayedbullets" ] = "train_fly_sprayedbullets";
//Afghan Translator See what I mean? He sprayed bullets all over the damn place.
level.scr_sound[ "translator" ][ "train_fly_sprayedbullets" ] = "train_aft_sprayedbullets";
//Sgt. Foley training You've got to pick your targets by aiming deliberately down your sights from a stable stance.
level.scr_sound[ "foley" ][ "train_fly_pickyourtargets" ] = "train_fly_pickyourtargets";
//Afghan Translator You've got to pick your targets by aiming deliberately down your sights from a stable stance.
level.scr_sound[ "translator" ][ "train_fly_pickyourtargets" ] = "train_aft_pickyourtargets";
//Sgt. Foley training Private Allen, show our friends here how the Rangers take down a target.
level.scr_sound[ "foley" ][ "train_fly_howtherangers" ] = "train_fly_howtherangers";
level.scr_face[ "foley" ][ "train_fly_howtherangers" ] = %train_fly_howtherangers;
//Afghan Translator The soldier will now demonstrate how the Rangers shoot at a target.
level.scr_sound[ "translator" ][ "train_fly_howtherangers" ] = "train_aft_howtherangers";
//Sgt. Foley training Crouch first, and then aim down your sight at the targets.
level.scr_sound[ "foley" ][ "train_fly_crouchfirst" ] = "train_fly_crouchfirst";
//Afghan Translator Crouch first, and then aim down your sight at the targets.
level.scr_sound[ "translator" ][ "train_fly_crouchfirst" ] = "train_aft_crouchfirst";
//Sgt. Foley training Private Allen, aim down your sights before engaging the target.
level.scr_sound[ "foley" ][ "nag_ads_fire_01" ] = "train_fly_beforeengaging";
//Sgt. Foley training Don't forget to aim down your sights, Private.
level.scr_sound[ "foley" ][ "nag_ads_fire_02" ] = "train_fly_dontforget";
//Sgt. Foley training Allen, adopt a crouching stance and aim down your sights.
level.scr_sound[ "foley" ][ "nag_crouch_fire_01" ] = "train_fly_crouchingstance";
//Sgt. Foley training I need to you fire while crouched, Private.
level.scr_sound[ "foley" ][ "nag_crouch_fire_02" ] = "train_fly_crouched";
//Sgt. Foley 5 12 Now that's how you do it. You want to take down your targets quickly and with control.
level.scr_sound[ "foley" ][ "train_fly_howyoudoit" ] = "train_fly_howyoudoit";
/*-----------------------
ADS WHILE PRONE
-------------------------*/
//Sgt. Foley training That's all there is to it. You want your target to go down? You gotta aim down your sights.
level.scr_sound[ "foley" ][ "train_fly_gottaaim" ] = "train_fly_gottaaim";
//Afghan Translator It is that simple. Do you want to hit your target or not? You must aim using the sights on your weapons.
level.scr_sound[ "translator" ][ "train_fly_gottaaim" ] = "train_aft_gottaaim";
//Sgt. Foley training Your accuracy will increase if you are crouched or prone on the ground.
//level.scr_sound[ "foley" ][ "train_fly_accuracy" ] = "train_fly_accuracy";
//Afghan Translator Your accuracy will increase if you are crouched or lying prone on the ground.
//level.scr_sound[ "translator" ][ "train_aft_accuracy" ] = "train_aft_accuracy";
//Sgt. Foley training Private Allen will demonstrate what I'm talking about.
//level.scr_sound[ "foley" ][ "train_fly_willdemonstrate" ] = "train_fly_willdemonstrate";
//Afghan Translator The soldier will demonstrate what I'm talking about.
//level.scr_sound[ "translator" ][ "train_aft_willdemonstrate" ] = "train_aft_willdemonstrate";
//Sgt. Foley training Private Allen, go prone and take out a few more targets.
//level.scr_sound[ "foley" ][ "train_fly_goprone" ] = "train_fly_goprone";
//Afghan Translator The soldier will now go prone and shoot a few more targets to demonstrate.
//level.scr_sound[ "translator" ][ "train_aft_goprone" ] = "train_aft_goprone";
//Sgt. Foley training Fire from the prone position, Private.
//level.scr_sound[ "foley" ][ "train_fly_firefromprone" ] = "train_fly_firefromprone";
//Sgt. Foley training Private, I need you to fire from the prone position.
//level.scr_sound[ "foley" ][ "train_fly_needyoutofire" ] = "train_fly_needyoutofire";
/*-----------------------
TIMED ADS - SWITCHING TARGETS
-------------------------*/
//Sgt. Foley training Aiming down your sights also works for switching quickly between targets.
level.scr_sound[ "foley" ][ "train_fly_switching" ] = "train_fly_switching";
//Afghan Translator Aiming down your sights also works for switching quickly between targets.
level.scr_sound[ "translator" ][ "train_fly_switching" ] = "train_aft_switching";
//Sgt. Foley training Aim down your sights, then pop in and out to acquire new targets.
level.scr_sound[ "foley" ][ "train_fly_popinandout" ] = "train_fly_popinandout";
level.scr_face[ "foley" ][ "train_fly_popinandout" ] = %train_fly_popinandout;
//Afghan Translator Aim down your sights, then pop in and out to acquire new targets.
level.scr_sound[ "translator" ][ "train_fly_popinandout" ] = "train_aft_popinandout";
//Sgt. Foley training Show 'em Private.
level.scr_sound[ "foley" ][ "train_fly_showemprivate" ] = "train_fly_showemprivate";
level.scr_face[ "foley" ][ "train_fly_showemprivate" ] = %train_fly_showemprivate;
//Sgt. Foley training If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sights.
level.scr_sound[ "foley" ][ "train_fly_iftargetclose" ] = "train_fly_iftargetclose";
//Afghan Translator If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sights.
level.scr_sound[ "translator" ][ "train_fly_iftargetclose" ] = "train_aft_iftargetclose";
/*-----------------------
TIMED ADS - FAILED - TOO SLOW
-------------------------*/
//Sgt. Foley training That was too slow. You need engage and release your aim quickly to snap to new targets
level.scr_sound[ "foley" ][ "timed_ads_too_slow_00" ] = "train_fly_tooslow";
//Sgt. Foley training Too slow. Private Allen, you need to quickly pop in and out of aiming down your sights to snap to new targets.
level.scr_sound[ "foley" ][ "timed_ads_too_slow_01" ] = "train_fly_acquirenew";
//Sgt. Foley training Do it again and speed it up. Show these men how to snap to new targets by quickly popping in and out of aiming down your sights.
level.scr_sound[ "foley" ][ "timed_ads_too_slow_02" ] = "train_fly_poppinginandout";
/*-----------------------
TIMED ADS - FAILED - NOT SNAPPING
-------------------------*/
//Sgt. Foley training Do it again. You can snap to new targets by quickly engaging and releasing your aim.
level.scr_sound[ "foley" ][ "timed_ads_not_snapping_00" ] = "train_fly_speeditup";
//Private Allen, you're not snapping to your targets. You need to quickly engage and release aiming down the sight to snap to new targets.
level.scr_sound[ "foley" ][ "timed_ads_not_snapping_01" ] = "train_fly_notsnapping";
//Private Allen, you're doing it wrong. Quickly engage and release aiming down the sight to snap to new targets.
level.scr_sound[ "foley" ][ "timed_ads_not_snapping_02" ] = "train_fly_doingitwrong";
/*-----------------------
TIMED ADS - NOT SNAPPING NAGS
-------------------------*/
//Private Allen, aim down your sights to snap to the target.
level.scr_sound[ "foley" ][ "nag_ads_snap_01" ] = "train_fly_aimtosnap";
//Don't forget to aim down your sights.
level.scr_sound[ "foley" ][ "nag_ads_snap_02" ] = "train_fly_forgettoaim";
//You're firing from the hip, Private. Snap to the target by aiming down your sights
level.scr_sound[ "foley" ][ "nag_ads_snap_03" ] = "train_fly_fromthehip";
//You're not aiming properly, Private. Snap to the targets by aiming down your sights.
level.scr_sound[ "foley" ][ "nag_ads_snap_04" ] = "train_fly_notaimingprop";
/*-----------------------
BULLET PENETRATION
-------------------------*/
//Sgt. Foley training Now if your target is behind light cover, remember that certain weapons can penetrate and hit your target.
level.scr_sound[ "foley" ][ "train_fly_lightcover" ] = "train_fly_lightcover";
level.scr_face[ "foley" ][ "train_fly_lightcover" ] = %train_fly_lightcover;
//Afghan Translator Now if your target is behind a thin wall, remember that certain weapons can penetrate and hit your target.
level.scr_sound[ "translator" ][ "train_fly_lightcover" ] = "train_aft_lightcover";
//Sgt. Foley training The Private here will demonstrate.
level.scr_sound[ "foley" ][ "train_fly_theprivatehere" ] = "train_fly_theprivatehere";
level.scr_face[ "foley" ][ "train_fly_theprivatehere" ] = %train_fly_theprivatehere;
//Afghan Translator This soldier will demonstrate.
level.scr_sound[ "translator" ][ "train_fly_theprivatehere" ] = "train_aft_theprivatehere";
//Sgt. Foley training Private, hit the target through the wood panel.
level.scr_sound[ "foley" ][ "nag_penetration_fire_01" ] = "train_fly_woodpanel";
level.scr_face[ "foley" ][ "nag_penetration_fire_01" ] = %train_fly_woodpanel;
//Sgt. Foley training Private Allen, hit the target through the wood panel.
level.scr_sound[ "foley" ][ "nag_penetration_fire_02" ] = "train_fly_allenwoodpanel";
/*-----------------------
FRAG TRAINING
-------------------------*/
//Sgt. Foley training Last but not least, you need to know how to toss a frag grenade.
level.scr_sound[ "foley" ][ "train_fly_tossafrag" ] = "train_fly_tossafrag";
//Afghan Translator Last but not least, you need to know how to toss a hand grenade.
level.scr_sound[ "translator" ][ "train_fly_tossafrag" ] = "train_aft_tossafrag";
//Sgt. Foley training Private Allen, pick up some frag grenades from the table.
level.scr_sound[ "foley" ][ "train_fly_pickupfrag" ] = "train_fly_pickupfrag";
level.scr_face[ "foley" ][ "train_fly_pickupfrag" ] = %train_fly_pickupfrag;
//Sgt. Foley training Toss a grenade down range to take out several targets at once.
level.scr_sound[ "foley" ][ "train_fly_grenadedownrange" ] = "train_fly_grenadedownrange";
level.scr_face[ "foley" ][ "train_fly_grenadedownrange" ] = %train_fly_grenadedownrange;
//Sgt. Foley training Sgt. Foley Note that frags tend to roll on sloped surfaces. So think twice before tossing one up hill.
level.scr_sound[ "foley" ][ "train_fly_fragstendtoroll" ] = "train_fly_fragstendtoroll";
level.scr_face[ "foley" ][ "train_fly_fragstendtoroll" ] = %train_fly_fragstendtoroll;
//Afghan Translator 7 12 Note that frags tend to roll on sloped surfaces. So think twice before tossing one up hill.
level.scr_sound[ "translator" ][ "train_fly_fragstendtoroll" ] = "train_aft_fragstendtoroll";
//Afghan Translator This soldier here will throw a grenade to take out several targets at once.
level.scr_sound[ "translator" ][ "train_fly_grenadedownrange" ] = "train_aft_grenadedownrange";
/*-----------------------
FOLEY FRAG NAGS
-------------------------*/
//****TODO - REPLACE WITH REAL DIALOGUE
//Sgt. Foley Let's go, Private. Pick up some of the frag grenades from the table
//Sgt. Foley Grab some frags from the table, Private
//Sgt. Foley Private Allen, you need to pick up some frags from the table to complete this demonstration
//Sgt. Foley training Private, throw a grenade and take out those targets.
level.scr_sound[ "foley" ][ "frag_nag_00" ] = "train_fly_throwagrenade";
//Sgt. Foley training Private, let's go. Throw a grenade at the targets!
level.scr_sound[ "foley" ][ "frag_nag_01" ] = "train_fly_letsgothrow";
//Sgt. Foley training Toss a grenade down range to take out several targets at once.
level.scr_sound[ "foley" ][ "frag_nag_02" ] = "train_fly_grenadedownrange";
//Sgt. Foley training That's not good enough, Private. You need to land the grenade closer to the target.
//level.scr_sound[ "foley" ][ "train_fly_notgoodenough" ] = "train_fly_notgoodenough";
//Sgt. Foley training You're a Ranger, Private. I know you can get the grenade closer to the target than that, huah?
//level.scr_sound[ "foley" ][ "train_fly_yourearanger" ] = "train_fly_yourearanger";
//Sgt. Foley Good.
level.scr_sound[ "foley" ][ "train_fly_good" ] = "train_fly_good";
/*-----------------------
GET TO OBJECTIVE
-------------------------*/
//Sgt. Foley training Thanks for the help, Private Allen. Now get over to The Pit...Colonel Shepherd wants to see you run the course.
level.scr_sound[ "foley" ][ "train_fly_thanksforhelp" ] = "train_fly_thanksforhelp";
//Sgt. Foley training All right, who here wants to go first? Show me what you've learned so far.
level.scr_sound[ "foley" ][ "train_fly_gofirst" ] = "train_fly_gofirst";
//Afghan Translator All right, who here wants to go first? Show me what you've learned so far.
level.scr_sound[ "translator" ][ "train_fly_gofirst" ] = "train_aft_gofirst";
/*-----------------------
CQB COURSE
-------------------------*/
//Cpl. Dunn training Hey Private. Welcome back to The Pit.
level.scr_sound[ "dunn" ][ "train_cpd_welcomeback" ] = "train_cpd_welcomeback";
//Cpl. Dunn training I hear Colonel Shepherd wants to pull a shooter from our unit for some special op - he's watching from the tower up there.
level.scr_sound[ "dunn" ][ "train_cpd_specialop" ] = "train_cpd_specialop";
//Cpl. Dunn training Go ahead and grab a pistol.
level.scr_sound[ "dunn" ][ "train_cpd_grabapistol" ] = "train_cpd_grabapistol";
level.scr_face[ "dunn" ][ "train_cpd_grabapistol" ] = %train_cpd_grabapistol;
//Cpl. Dunn OK. So you already have your side arm.
level.scr_sound[ "dunn" ][ "train_cpd_alreadyhave" ] = "train_cpd_alreadyhave";
//Cpl. Dunn training Alright, try switching to your rifle
level.scr_sound[ "dunn" ][ "train_cpd_switchtorifle" ] = "train_cpd_switchtorifle";
level.scr_face[ "dunn" ][ "train_cpd_switchtorifle" ] = %train_cpd_switchtorifle;
//Cpl. Dunn training Good. Switch to your sidearm again.
level.scr_sound[ "dunn" ][ "train_cpd_switchtosidearm" ] = "train_cpd_switchtosidearm";
level.scr_face[ "dunn" ][ "train_cpd_switchtosidearm" ] = %train_cpd_switchtosidearm;
//Cpl. Dunn Do me a favor and try switching to your sidearm.
level.scr_sound[ "dunn" ][ "train_cpd_tryswitching" ] = "train_cpd_tryswitching";
//Cpl. Dunn training You see how switching to your pistol is always faster than reloading?
level.scr_sound[ "dunn" ][ "train_cpd_alwaysfaster" ] = "train_cpd_alwaysfaster";
level.scr_face[ "dunn" ][ "train_cpd_alwaysfaster" ] = %train_cpd_alwaysfaster;
//Cpl. Dunn training Ok, grab any weapon you like and head on in. Timer starts as soon as the first target pops.
//level.scr_sound[ "dunn" ][ "train_cpd_anyweapon" ] = "train_cpd_anyweapon";
//Cpl. Dunn Smile for the cameras and don't miss.. Shepard and the rest of the brass are scouting for a shooter for some special op.
level.scr_sound[ "dunn" ][ "train_cpd_smileforcameras" ] = "train_cpd_smileforcameras";
/*-----------------------
GET INTO THE PIT NAGS
-------------------------*/
//Cpl. Dunn Ok, head on in. Timer starts as soon as the first target pops.
level.scr_sound[ "dunn" ][ "train_cpd_timerstarts" ] = "train_cpd_timerstarts";
level.scr_face[ "dunn" ][ "train_cpd_timerstarts" ] = %train_cpd_timerstarts;
//Cpl. Dunn training Private Allen, we don't have all day. Get in The Pit.
level.scr_sound[ "dunn" ][ "train_cpd_donthaveallday" ] = "train_cpd_donthaveallday";
level.scr_face[ "dunn" ][ "train_cpd_donthaveallday" ] = %train_cpd_donthaveallday;
//Cpl. Dunn training You're gonna get us both in trouble with the Colonel man. Get in The Pit and run the course.
level.scr_sound[ "dunn" ][ "train_cpd_bothintrouble" ] = "train_cpd_bothintrouble";
//Cpl. Dunn I don't know why they won't put us in first, Allen.
level.scr_sound[ "dunn" ][ "train_cpd_putusin" ] = "train_cpd_putusin";
level.scr_face[ "dunn" ][ "train_cpd_putusin" ] = %train_cpd_putusin;
//Cpl. Dunn There ain't much the Rangers can't do that SF and Delta can...but...(snorts) whatever man. That's SOCOM brass for ya.
level.scr_sound[ "dunn" ][ "train_cpd_socombrass" ] = "train_cpd_socombrass";
level.scr_face[ "dunn" ][ "train_cpd_socombrass" ] = %train_cpd_socombrass;
//Cpl. Dunn And all those frickin' blocking positions. When are we gonna see some real action instead of babysitting Seals and D-boys, huah?
level.scr_sound[ "dunn" ][ "train_cpd_realaction" ] = "train_cpd_realaction";
level.scr_face[ "dunn" ][ "train_cpd_realaction" ] = %train_cpd_realaction;
//Cpl. Dunn <sigh, sentiment is 'same shit different day/what else is new >
level.scr_sound[ "dunn" ][ "train_cpd_sigh" ] = "train_cpd_sigh";
/*-----------------------
PIT DIALOGUE
-------------------------*/
//Cpl. Dunn Clear the area!
level.scr_radio[ "train_cpd_clearthearea" ] = "train_cpd_clearthearea";
//Cpl. Dunn Clear the first area. Go! Go! Go!
level.scr_radio[ "train_cpd_clearfirstgogogo" ] = "train_cpd_clearfirstgogogo";
//Cpl. Dunn Area cleared! Move into the building!
level.scr_radio[ "train_cpd_areacleared" ] = "train_cpd_areacleared";
//Cpl. Dunn Up the stairs!
level.scr_radio[ "train_cpd_upthestairs" ] = "train_cpd_upthestairs";
//Cpl. Dunn Last area! Move! Move!
level.scr_radio[ "train_cpd_lastareamove" ] = "train_cpd_lastareamove";
//Cpl. Dunn Just switch to your other weapon! It's faster than reloading!
level.scr_radio[ "train_cpd_justswitch" ] = "train_cpd_justswitch";
//Cpl. Dunn You missed some targets, just keep moving
level.scr_radio[ "train_cpd_missedsome" ] = "train_cpd_missedsome";
//Cpl. Dunn You left targets in the last area, just keep moving
level.scr_radio[ "train_cpd_lefttargets" ] = "train_cpd_lefttargets";
//Cpl. Dunn training Watch out for civilians.
level.scr_radio[ "train_cpd_watchout" ] = "train_cpd_watchout";
//Cpl. Dunn training Aww you killed a civvie. Come on, Allen!
level.scr_radio[ "train_cpd_awwkilled" ] = "train_cpd_awwkilled";
//Cpl. Dunn training That was a civilian, Private.
level.scr_radio[ "train_cpd_acivilian" ] = "train_cpd_acivilian";
//Cpl. Dunn training Melee with your knife!
level.scr_radio[ "train_cpd_melee" ] = "train_cpd_melee";
//Cpl. Dunn training Crouch under the obstacle and keep moving!
//level.scr_radio[ "train_cpd_crouch" ] = "train_cpd_crouch";
//Cpl. Dunn training Jump down and head for the exit!
level.scr_radio[ "train_cpd_jumpdown" ] = "train_cpd_jumpdown";
//Cpl. Dunn training Sprint to the exit! Clock's ticking!
level.scr_radio[ "train_cpd_sprint" ] = "train_cpd_sprint";
/*-----------------------
DUNN MELEE NAGS
-------------------------*/
//Cpl. Dunn training Melee with your knife!
level.scr_radio[ "melee_nag_00" ] = "train_cpd_melee";
//Cpl. Dunn You need to use your knife, Allen
level.scr_radio[ "melee_nag_01" ] = "train_cpd_needtouseknife";
//Cpl. Dunn No bullets, Private, use your knife for that target
level.scr_radio[ "melee_nag_02" ] = "train_cpd_nobullets";
//Cpl. Dunn Melee that target, Private
level.scr_radio[ "melee_nag_03" ] = "train_cpd_meleethattarget";
//Cpl. Dunn Use your knife!
level.scr_radio[ "melee_nag_04" ] = "train_cpd_useyourknife";
/*-----------------------
DUNN ADS NAGS
-------------------------*/
//Cpl. Dunn Stop firing from the hip! Aim down your sights!
level.scr_radio[ "pit_ads_nag_00" ] = "train_cpd_stopfiringfromhip";
//Cpl. Dunn Aim down your sights, Private!
level.scr_radio[ "pit_ads_nag_01" ] = "train_cpd_aimsightsprivate";
//Cpl. Dunn You need to aim down your sights, Allen!
level.scr_radio[ "pit_ads_nag_02" ] = "train_cpd_needtoaim";
//Cpl. Dunn Stop firing from the hip! Aim down your sights!
//level.scr_radio[ "pit_ads_nag_02" ] = "train_cpd_stopfiringfromhip2";
/*-----------------------
DUNN MOVE FORWARD NAGS
-------------------------*/
//Cpl. Dunn Move! This is a timed course!
level.scr_radio[ "nag_hurry_00" ] = "train_cpd_timedcourse";
//Cpl. Dunn Keep moving forward!
level.scr_radio[ "nag_hurry_01" ] = "train_cpd_movingforward";
//Cpl. Dunn Keep moving forward! Go! Go! Go!
level.scr_radio[ "nag_hurry_02" ] = "train_cpd_movingforwardgo";
//Cpl. Dunn Move! Move! You're running out of time!
level.scr_radio[ "nag_hurry_03" ] = "train_cpd_runningoutoftime";
//Cpl. Dunn Let's go! Move up! This is a timed course, Private
level.scr_radio[ "nag_hurry_04" ] = "train_cpd_timedcourse2";
/*-----------------------
DUNN SPRINT NAGS - FAIL, TRY AGAIN
-------------------------*/
//Cpl. Dunn You need to sprint to complete the course. Go back to the red circle and try again
level.scr_radio[ "nag_didnt_sprint_00" ] = "train_cpd_needtosprint";
//Cpl. Dunn You didn't sprint, Private. Go back to the red circle and sprint to the exit.
level.scr_radio[ "nag_didnt_sprint_01" ] = "train_cpd_didntsprint";
//Cpl. Dunn You need to sprint, Private. Go back to the red circle and sprint to the end.
level.scr_radio[ "nag_didnt_sprint_02" ] = "train_cpd_gobackandsprint";
//Cpl. Dunn You can't finish till you sprint, Allen. Go back to the red circle and sprint to the end.
level.scr_radio[ "nag_didnt_sprint_03" ] = "train_cpd_cantfinishsprint";
/*-----------------------
DUNN SPRINT NAGS - GO GO GO
-------------------------*/
//Cpl. Dunn Go! Sprint to the exit!
level.scr_radio[ "nag_sprint_00" ] = "train_cpd_sprinttoexit";
//Cpl. Dunn Move! Sprint, Private!
level.scr_radio[ "nag_sprint_01" ] = "train_cpd_movesprint";
//Cpl. Dunn Sprint, Allen! Go! Go! Go!
level.scr_radio[ "nag_sprint_02" ] = "train_cpd_sprintallengogogo";
//Cpl. Dunn Now sprint to the exit! Move! Move! Move!
level.scr_radio[ "nag_sprint_03" ] = "train_cpd_nowsprint";
/*-----------------------
END OF PIT DIALOGUE
-------------------------*/
//Cpl. Dunn You took out too many targets with your knife. Try again, this time, with bullets.
level.scr_sound[ "dunn" ][ "train_cpd_targetswithknife" ] = "train_cpd_targetswithknife";
//Cpl. Dunn training Not good enough, Allen. You took too long and killed too many civilians. Try it again.
level.scr_sound[ "dunn" ][ "train_cpd_longandcivilians" ] = "train_cpd_longandcivilians";
//Cpl. Dunn training Not good enough, Allen. You took too long and missed too many targets. Try it again.
level.scr_sound[ "dunn" ][ "train_cpd_longandtargets" ] = "train_cpd_longandtargets";
//Cpl. Dunn training Not good enough, Allen. You missed too many targets. Try it again.
level.scr_sound[ "dunn" ][ "train_cpd_targets" ] = "train_cpd_targets";
//Cpl. Dunn training Not good enough, Allen. You killed too many civilians. Try it again.
level.scr_sound[ "dunn" ][ "train_cpd_civilians" ] = "train_cpd_civilians";
//Cpl. Dunn Too damn slow. You need to run it again, Private.
level.scr_sound[ "dunn" ][ "train_cpd_needtorunagain" ] = "train_cpd_needtorunagain";
//Cpl. Dunn Alright. Head back in and give it another go.
level.scr_sound[ "dunn" ][ "train_cpd_anothergo" ] = "train_cpd_anothergo";
level.scr_face[ "dunn" ][ "train_cpd_anothergo" ] = %train_cpd_anothergo;
//Cpl. Dunn Alright. Head upstairs and regroup with the others
level.scr_sound[ "dunn" ][ "train_cpd_headupstairs" ] = "train_cpd_headupstairs";
level.scr_face[ "dunn" ][ "train_cpd_headupstairs" ] = %train_cpd_headupstairs;
//Cpl. Dunn training You can run the course again or regroup with the others by the main gate.
level.scr_sound[ "dunn" ][ "train_cpd_runagain" ] = "train_cpd_runagain";
level.scr_face[ "dunn" ][ "train_cpd_runagain" ] = %train_cpd_runagain;
/*-----------------------
END OF PIT DIFFICULTY SELECTION
-------------------------*/
//EASY
//Cpl. Dunn training Not bad. Looks like you're getting a little sloppy though.
level.scr_sound[ "dunn" ][ "end_of_course_easy_01" ] = "train_cpd_sloppy";
level.scr_face[ "dunn" ][ "train_cpd_sloppy" ] = %train_cpd_sloppy;
//Cpl. Dunn Alright I guess. You need some serious polish though.
level.scr_sound[ "dunn" ][ "end_of_course_easy_02" ] = "train_cpd_alrgihtiguess";
level.scr_face[ "dunn" ][ "end_of_course_easy_02" ] = %train_cpd_alrgihtiguess;
//Cpl. Dunn Good enough, but you're getting a little sloppy.
level.scr_sound[ "dunn" ][ "end_of_course_easy_03" ] = "train_cpd_goodenough";
level.scr_face[ "dunn" ][ "end_of_course_easy_03" ] = %train_cpd_goodenough;
//REGULAR
//Cpl. Dunn training I've seen worse. You've got a few rough edges though.
level.scr_sound[ "dunn" ][ "end_of_course_reg_01" ] = "train_cpd_roughedges";
level.scr_face[ "dunn" ][ "end_of_course_reg_01" ] = %train_cpd_roughedges;
//Cpl. Dunn That wasn't horrible, but it wasn't amazing either.
level.scr_sound[ "dunn" ][ "end_of_course_reg_02" ] = "train_cpd_wasnthorrible";
level.scr_face[ "dunn" ][ "end_of_course_reg_02" ] = %train_cpd_wasnthorrible;
//Cpl. Dunn You look ok out there, but you still need some work.
level.scr_sound[ "dunn" ][ "end_of_course_reg_03" ] = "train_cpd_lookok";
level.scr_face[ "dunn" ][ "end_of_course_reg_03" ] = %train_cpd_lookok;
//HARDENED
//Cpl. Dunn training Good, man, very good. You've still got it.
level.scr_sound[ "dunn" ][ "end_of_course_hard_01" ] = "train_cpd_stillgotit";
level.scr_face[ "dunn" ][ "end_of_course_hard_01" ] = %train_cpd_stillgotit;
//Cpl. Dunn That was pretty damn good. Nice work, Allen.
level.scr_sound[ "dunn" ][ "end_of_course_hard_02" ] = "train_cpd_prettygood";
level.scr_face[ "dunn" ][ "end_of_course_hard_02" ] = %train_cpd_prettygood;
//Cpl. Dunn Very nice. Run like a true professional.
level.scr_sound[ "dunn" ][ "end_of_course_hard_03" ] = "train_cpd_verynice";
level.scr_face[ "dunn" ][ "end_of_course_hard_03" ] = %train_cpd_verynice;
//VETERAN
//Cpl. Dunn training Very impressive, man! You made that course your bitch!
level.scr_sound[ "dunn" ][ "end_of_course_vet_01" ] = "train_cpd_veryimpressive";
level.scr_face[ "dunn" ][ "end_of_course_vet_01" ] = %train_cpd_veryimpressive;
//Cpl. Dunn Amazing work. Now that's how you run The Pit.
level.scr_sound[ "dunn" ][ "end_of_course_vet_02" ] = "train_cpd_amazingwork";
level.scr_face[ "dunn" ][ "end_of_course_vet_02" ] = %train_cpd_amazingwork;
/*-----------------------
ENDING SEQUENCE
-------------------------*/
//Overlord (HQ Radio) training All Hunter units, get to your victors. We're headed out.
level.scr_radio[ "train_hqr_headedout" ] = "train_hqr_headedout";
//Sgt. Foley training Everyone get to your vehicles! We're moving out!
level.scr_sound[ "foley" ][ "train_fly_movingout" ] = "train_fly_movingout";
//Ranger 2 training They blew the damn bridge! We gotta move!
level.scr_sound[ "generic" ][ "train_ar2_blewthebridge" ] = "train_ar2_blewthebridge";
//Ranger 1 training BCT One is trapped across the river in the red zone! We've lost contact!
level.scr_sound[ "generic" ][ "train_ar1_trapped" ] = "train_ar1_trapped";
//Ranger 1 training Come on Allen!
//level.scr_sound[ "generic" ][ "train_ar1_comeon" ] = "train_ar1_comeon";
//Yeah that guy was my C. O.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_myco";
//Yeah he got taken out.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_takenout";
//Yeah you should see my truck, I got a dually.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_truck";
//Yeah, I can haul<75> pretty big loads.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_canhaul";
//Dude you love big loads.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_lovebigloads";
//I'm joking! Everybody take it easy.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_joking";
//There are times when I wake up in the morning and think... You know what? I could probably dodge bullets<74> like that movie.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_dodgebullets";
//No, not that movie, the one with the<68>.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_notthatmovie";
//<2F> yeah "Cats and Dogs".
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_catsanddogs";
//Dude you know what's great about this place? Nobody minds if you're high.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_nobodyminds";
//Nobody can tell if your high if you're wearing shades, that's the whole point of shades.
//level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_shades";
/*-----------------------
RANDOM CONVERSATIONS #1
-------------------------*/
//Ranger 3 training 14 3 Hey man, you get the word? Boon bugged out.
level.scr_sound[ "conversation_01" ][ 0 ] = "train_ar3_boonbugged";
//Ranger 4 training 14 4 AWOL? Man he's going to miss the party.
level.scr_sound[ "conversation_01" ][ 1 ] = "train_ar4_awol";
//Ranger 2 Get those letters? See those letters?
level.scr_sound[ "conversation_01" ][ 2 ] = "train_ar2_getthoseletters";
//Ranger 5 training 14 5 Yeah word came down from the Captain in G-2.
level.scr_sound[ "conversation_01" ][ 3 ] = "train_ar5_wordcame";
//Ranger 2 I ain't worried about them mines<65> worried about them damn camel spiders.
level.scr_sound[ "conversation_01" ][ 4 ] = "train_ar2_camelspiders";
//Ranger 1 training 14 1 Yeah, maybe if we had some batteries for our PEQ-4's (pr. Peck fours) we wouldn't be in this situation.
level.scr_sound[ "conversation_01" ][ 5 ] = "train_ar1_somebatteries";
//Ranger 2 training 14 2 Supply company coming in at oh eight hundred...
level.scr_sound[ "conversation_01" ][ 6 ] = "train_ar2_0800";
//Ranger 1 training 14 6 Fine, but don't push our luck. I've got the Sergeant-Major up my ass about this.
level.scr_sound[ "conversation_01" ][ 7 ] = "train_ar1_pushourluck";
//Man you shoot like a girl. Look at you.
level.scr_sound[ "conversation_01" ][ 8 ] = "train_ar4_likeagirl";
//Look how you hold your gun. You look like you're in the civil war.
level.scr_sound[ "conversation_01" ][ 9 ] = "train_ar4_holdgun";
//Ranger 2 training 14 7 Gotta secure that turret plating before we roll out.
level.scr_sound[ "conversation_01" ][ 10 ] = "train_ar2_secureturret";
//Ranger 3 training 14 8 Roger that, Sar-Major.
level.scr_sound[ "conversation_01" ][ 11 ] = "train_ar3_sarmajor";
//Ranger 2 It's the one bad thing about being up front- no women.
level.scr_sound[ "conversation_01" ][ 12 ] = "train_ar2_nowomen";
//Ranger 2 Who's got watch tonight?
level.scr_sound[ "conversation_01" ][ 13 ] = "train_ar2_watchtonight";
//Ranger 5 training 14 15 BCT-1 rolled out at oh-four hundred across the bridge.
level.scr_sound[ "conversation_01" ][ 14 ] = "train_ar5_rolledout";
//Ranger 1 training 14 16 Total B.S. man...we get stuck here while BCT-1 gets all the action.
level.scr_sound[ "conversation_01" ][ 15 ] = "train_ar1_alltheaction";
//Ranger 2 I tell ya . . . I hear that- you guys sleepin'? I hear that crap going off at night I can't sleep. I don't think I've slept in like six months.
level.scr_sound[ "conversation_01" ][ 16 ] = "train_ar2_icantsleep";
//Ranger 2 training 14 17 Gaskets are blown. Need new plugs too.
level.scr_sound[ "conversation_01" ][ 17 ] = "train_ar2_newplugs";
//Ranger 3 training 14 18 Where the hell did you get that?
level.scr_sound[ "conversation_01" ][ 18 ] = "train_ar3_getthat";
//Ranger 3 training 14 23 Keep it to yourself, Jackson.
level.scr_sound[ "conversation_01" ][ 19 ] = "train_ar3_toyourself";
//Ranger 2 So wait dude, combat jack? What the hell is that? Are you crazy? Like in the middle of a battle?
level.scr_sound[ "conversation_01" ][ 20 ] = "train_ar2_combatjack";
//Ranger 2 Hey, hey Donnie. I might need some help back here. It's a two man job.
level.scr_sound[ "conversation_01" ][ 21 ] = "train_ar2_twomanjob";
//Ranger 5 <laughs>
level.scr_sound[ "conversation_01" ][ 22 ] = "train_ar5_laugh1";
//You should have seen these local cops we had to train. Some of these guys were total yahoos.
level.scr_sound[ "conversation_01" ][ 23 ] = "train_ar4_traincops";
//It's like the show up in track suits expecting to shoot people in the face. I don't know what these guys were thinking.
level.scr_sound[ "conversation_01" ][ 24 ] = "train_ar4_tracksuits";
//Nah, these guys were like kids most of them<65> they're like.. You know, shooting their neighbors and then all of a sudden they want to be policemen. It's ridiculous.
level.scr_sound[ "conversation_01" ][ 25 ] = "train_ar4_ridiculous";
/*-----------------------
RANDOM CONVERSATIONS #2
-------------------------*/
//Ranger 1 training 14 21 No ammo, no armor.
level.scr_sound[ "conversation_02" ][ 0 ] = "train_ar1_noammo";
//Ranger 2 training 14 22 That's why I'm a cold-blooded carnivorous warrior, bro.
level.scr_sound[ "conversation_02" ][ 1 ] = "train_ar2_coldblooded";
//Ranger 4 training 14 9 It's like watching a monkey trying to screw a football.
level.scr_sound[ "conversation_02" ][ 2 ] = "train_ar4_monkey";
//Ranger 5 training 14 10 <laughs>
level.scr_sound[ "conversation_02" ][ 3 ] = "train_ar5_laugh1";
//Ranger 2 Can't sleep- dust, sand. I just wanna go home.
level.scr_sound[ "conversation_02" ][ 4 ] = "train_ar2_wannagohome";
//Ranger 1 training 14 11 Get over to the motor pool and give Hunter Two a hand with that jam on the Mark-19, huah?
level.scr_sound[ "conversation_02" ][ 5 ] = "train_ar1_motorpool";
//Ranger 2 training 14 12 Since when does a //Ranger get paid to sit on his ass?
level.scr_sound[ "conversation_02" ][ 6 ] = "train_ar2_getpaid";
//Ranger 3 training 14 13 Check mate, bitch.
level.scr_sound[ "conversation_02" ][ 7 ] = "train_ar3_checkmate";
//Ranger 4 training 14 14 <sigh> Saw that coming. Weak, man!
level.scr_sound[ "conversation_02" ][ 8 ] = "train_ar4_weakman";
//Ranger 5 training 14 30 You guys see the Delta team that came through here yesterday?
level.scr_sound[ "conversation_02" ][ 9 ] = "train_ar5_deltateam";
//Ranger 1 training 14 31 Uh, I don't think those guys were Delta.
level.scr_sound[ "conversation_02" ][ 10 ] = "train_ar1_dontthink";
//Ranger 2 training 14 32 I'm pretty sure some of them were from Delta. Except maybe that dude with the freaky mask.
level.scr_sound[ "conversation_02" ][ 11 ] = "train_ar2_freakymask";
//Ranger 2 Hey, anybody seen my duffel?
level.scr_sound[ "conversation_02" ][ 12 ] = "train_ar2_seenmyduffel";
//Ranger 3 training 14 33 I remember that guy<75>totally non-regulation man.
level.scr_sound[ "conversation_02" ][ 13 ] = "train_ar3_nonregulation";
//Ranger 4 training 14 34 Ya think? What about that dude with the mohawk?
level.scr_sound[ "conversation_02" ][ 14 ] = "train_ar4_yathink";
//Ranger 5 training 14 35 Bender says he saw that mohawk guy bitchslap the D-boys on the shooting course.
level.scr_sound[ "conversation_02" ][ 15 ] = "train_ar5_bendersays";
//Ranger 1 training 14 36 BS man. Nobody's faster than Delta. Nobody.
level.scr_sound[ "conversation_02" ][ 16 ] = "train_ar1_nobody";
//Ranger 2 training 14 37 These guys were man, I'm tellin' ya.
level.scr_sound[ "conversation_02" ][ 17 ] = "train_ar2_tellinya";
//Ranger 3 training 14 38 Whatever dude...Bender says a lot of things.
level.scr_sound[ "conversation_02" ][ 18 ] = "train_ar3_bendersaysalot";
//Ranger 2 You know, whatever. Jerk.
level.scr_sound[ "conversation_02" ][ 19 ] = "train_ar2_whateverjerk";
//Ranger 4 training 14 39 You got any chocolate covered raisins in your MRE?
level.scr_sound[ "conversation_02" ][ 20 ] = "train_ar4_raisins";
//Ranger 5 training 14 40 Yeah.
level.scr_sound[ "conversation_02" ][ 21 ] = "train_ar5_yeah";
//Ranger 1 training 14 41 Fork 'em over man, I'll trade ya for these curry packets.
level.scr_sound[ "conversation_02" ][ 22 ] = "train_ar1_forkemover";
//Ranger 2 training 14 42 Sweet. Thanks man. I love this stuff.
level.scr_sound[ "conversation_02" ][ 23 ] = "train_ar2_thanksman";
//Ranger 2 How's your family doing?
level.scr_sound[ "conversation_02" ][ 24 ] = "train_ar2_howsyourfamily";
//Ranger 3 training 14 43 Better put your blood type on your shoelaces.
level.scr_sound[ "conversation_02" ][ 25 ] = "train_ar3_bloodtype";
//Ranger 4 training 14 44 Yeah, that's what the D-boys do.
level.scr_sound[ "conversation_02" ][ 26 ] = "train_ar4_dboysdo";
//Ranger 2 training 14 47 Make sure you get a box of tracers.
level.scr_sound[ "conversation_02" ][ 27 ] = "train_ar2_boxoftracers";
//Ranger 2 Oh, oh that's. . . That's good. Oh. <laughs> Yeah. Alright. Alright bro. You gotta sleep sometime.
level.scr_sound[ "conversation_02" ][ 28 ] = "train_ar2_sleepsometime";
//Honestly, I can not take the taste of sand anymore.
level.scr_sound[ "conversation_02" ][ 29 ] = "train_ar4_tasteofsand";
//There is sand in every single orafice on my body, it's unbelievable.
level.scr_sound[ "conversation_02" ][ 30 ] = "train_ar4_sandyorafice";
//I swear to god I am crapping sand now.
level.scr_sound[ "conversation_02" ][ 31 ] = "train_ar4_crapsand";
/*-----------------------
RANDOM CONVERSATIONS #3
-------------------------*/
//Ranger 5 training 14 50 Anyone see the grease for the Mark 19 turret? I'm trying to fix the turret ring.
level.scr_sound[ "conversation_03" ][ 0 ] = "train_ar5_fixturret";
//Ranger 3 training 14 53 Anyone hear back from BCT-1 yet?
level.scr_sound[ "conversation_03" ][ 1 ] = "train_ar3_bct1";
//Ranger 4 training 14 54 Hey Troy, you gotta pack of smokes?
level.scr_sound[ "conversation_03" ][ 2 ] = "train_ar4_packasmokes";
//Ranger 2 D'you get that stuff from yer mom?
level.scr_sound[ "conversation_03" ][ 3 ] = "train_ar2_stufffrommom";
//Ranger 5 training 14 55 <laughs>
level.scr_sound[ "conversation_03" ][ 4 ] = "train_ar5_laugh3";
//Ranger 3 training 14 48 Load one tracer three rounds before the end of your mag. That way you'll know ahead of time to reload.
level.scr_sound[ "conversation_03" ][ 5 ] = "train_ar3_onetracer";
//Ranger 4 training 14 49 Cool idea man, never thought of that.
level.scr_sound[ "conversation_03" ][ 6 ] = "train_ar4_coolidea";
//Came home and his old lady was shacked up with some other guy.
level.scr_sound[ "conversation_03" ][ 7 ] = "train_ar4_oldlady";
//I don't wish that on anybody
level.scr_sound[ "conversation_03" ][ 8 ] = "train_ar4_dontwish";
//Ranger 2 Yo! Who took my water?
level.scr_sound[ "conversation_03" ][ 9 ] = "train_ar2_tookmywater";
//Ranger 1 training 14 51 Hey, I need an extra mag for the two-forty. You got one?
level.scr_sound[ "conversation_03" ][ 10 ] = "train_ar1_extramag";
//Ranger 2 training 14 52 Huah, I got five. Knock yourself out.
level.scr_sound[ "conversation_03" ][ 11 ] = "train_ar2_gotfive";
//Ranger 5 training 14 45 You wanna live, you do what they do.
level.scr_sound[ "conversation_03" ][ 12 ] = "train_ar5_wannalive";
//Ranger 1 training 14 46 Huah.
level.scr_sound[ "conversation_03" ][ 13 ] = "train_ar1_huah";
//Ranger 2 Hey you guys wanna give me a hand over here?
level.scr_sound[ "conversation_03" ][ 14 ] = "train_ar2_givemeahand";
//Ranger 4 training 14 24 Hey Marks, you ever see a grown man naked?
level.scr_sound[ "conversation_03" ][ 15 ] = "train_ar4_grownman";
//Ranger 5 training 14 25 <laughter and snort>
level.scr_sound[ "conversation_03" ][ 16 ] = "train_ar5_laugh2";
//Ranger 1 training 14 26 Careful Booker, don't encourage him.
level.scr_sound[ "conversation_03" ][ 17 ] = "train_ar1_carefulbooker";
//Ranger 2 training 14 27 We're on a tight schedule here, ell-tee.
level.scr_sound[ "conversation_03" ][ 18 ] = "train_ar2_tightschedule";
//Ranger 3 training 14 28 No kidding. Colonel Shepherd's been breathing down my neck about the AVLB but it's just too slow for rapid-response.
level.scr_sound[ "conversation_03" ][ 19 ] = "train_ar3_tooslow";
//Ranger 4 training 14 29 Well, you'd better figure out something Lieutenant, or we're swimming across that river.
level.scr_sound[ "conversation_03" ][ 20 ] = "train_ar4_swimming";
//Ranger 2 You see those Delta guys? Yeah, man. That was crazy. Dude with the beard- that's the gig I want. Except. . . Not really. <laughs>
level.scr_sound[ "conversation_03" ][ 21 ] = "train_ar2_seedeltaguys";
//Ranger 2 Can't wait 'til we get back to supply camp. She was hot.
level.scr_sound[ "conversation_03" ][ 22 ] = "train_ar2_shewashot";
//Hey man you still gay?
level.scr_sound[ "conversation_03" ][ 23 ] = "train_ar4_stillgay";
//I'm kidding.
level.scr_sound[ "conversation_03" ][ 24 ] = "train_ar4_kidding";
//Don't ask don't tell bro.
level.scr_sound[ "conversation_03" ][ 25 ] = "train_ar4_dontaskdonttell";
}
#using_animtree( "vehicles" );
vehicles()
{
level.scr_anim[ "bridge_layer_bridge" ][ "bridge_lower" ] = %roadkill_M60A1_bridge_lower;
level.scr_anim[ "bridge_layer_bridge" ][ "bridge_raise" ] = %M60A1_bridge_raise;
level.scr_anim[ "bridge_layer" ][ "bridge_lower" ] = %roadkill_M60A1_tank_lower;
level.scr_anim[ "bridge_layer" ][ "bridge_raise" ] = %M60A1_tank_raise;
level.scr_anim[ "bridge_layer" ][ "bridge_arm_lower" ] = %roadkill_M60A1_arm_lower;
level.scr_animtree[ "bridge_layer_bridge" ] = #animtree;
level.scr_animtree[ "bridge_layer" ] = #animtree;
level.scr_anim[ "hummer" ][ "hummer_sequence" ] = %training_humvee_door;
level.scr_animtree[ "hummer" ] = #animtree;
}
#using_animtree( "script_model" );
model_anims()
{
//gun anims
level.scr_anim[ "pit_gun" ][ "training_pit_sitting_welcome" ] = %training_pit_sitting_welcome_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_sitting_idle" ][ 0 ] = %training_pit_sitting_idle_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_stand_idle" ][ 0 ] = %training_pit_stand_idle_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_open_case" ] = %training_pit_open_case_gun;
level.scr_animtree[ "pit_gun" ] = #animtree;
level.scr_anim[ "training_case_01" ][ "training_pit_open_case" ] = %training_pit_case_1;
level.scr_anim[ "training_case_02" ][ "training_pit_open_case" ] = %training_pit_case_2;
level.scr_animtree[ "training_case_01" ] = #animtree;
level.scr_animtree[ "training_case_02" ] = #animtree;
level.scr_anim[ "tarp" ][ "training_camo_tarp_wind" ][ 0 ] = %training_camo_tarp_wind;
level.scr_animtree[ "tarp" ] = #animtree;
tarps = getentarray( "tarps", "targetname" );
foreach( tarp in tarps )
{
tarp.animent = spawn( "script_origin", ( 0, 0, 0 ) );
tarp.animent.origin = tarp.origin;
tarp.animent.angles = tarp.angles;
tarp.animname = "tarp";
tarp assign_animtree();
tarp.animent thread anim_loop_solo( tarp, "training_camo_tarp_wind", "stop_loop" );
}
}
#using_animtree( "animated_props" );
basketball_anims()
{
level.scr_anim[ "basketball" ][ "training_basketball_loop" ][ 0 ] = %training_basketball_ball;
level.scr_animtree[ "basketball" ] = #animtree;
addNotetrack_customFunction( "basketball", "ps_scn_trainer_bball_dribble", ::bounce_fx );
addNotetrack_customFunction( "basketball", "ps_scn_trainer_bball_bounce_pass", ::bounce_fx );
}
bounce_fx ( basketball )
{
//iprintlnbold( "Boing" );
playfxontag( getfx( "ball_bounce_dust_runner" ), basketball, "tag_origin");
}
trainee_fire_weapon( guy )
{
if ( !flag( "player_near_range" ) )
return;
guy playsound( "drone_m4carbine_fire_npc" );
PlayFXOnTag( getfx( "m16_muzzleflash" ), guy, "tag_flash" );
}