IW4-Dump-Files/maps/arcadia_anim.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
main()
{
generic_human();
vehicles();
script_model();
dialog();
}
#using_animtree( "generic_human" );
generic_human()
{
level.scr_anim[ "zpu_gunner" ][ "fire_a" ] = %zpu_gunner_fire_a;
level.scr_anim[ "zpu_gunner" ][ "fire_b" ] = %zpu_gunner_fire_b;
level.scr_anim[ "zpu_gunner" ][ "gunnerdeath" ] = %zpu_gunner_deathslouch;
level.scr_anim[ "zpu_gunner" ][ "death_idle" ][ 0 ] = %zpu_gunner_deathslouchidle;
level.scr_anim[ "zpu_gunner" ][ "dismount" ] = %zpu_gunner_dismount;
level.scr_anim[ "fridge_guy" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle;
level.scr_anim[ "fridge_guy" ][ "fridge_react" ] = %arcadia_fridge_react;
level.scr_anim[ "panicroom_enemy" ][ "ending_pose" ] = %arcadia_ending_sceneA_enemy2_death_pose;
level.scr_anim[ "panicroom_hvi" ][ "ending_pose" ] = %arcadia_ending_sceneA_dead_civilian;
level.scr_anim[ "dunn" ][ "ending" ] = %arcadia_ending_sceneB_guy2;
addNotetrack_dialogue( "dunn", "dialog", "ending", "arcadia_cpd_checkouttats" );
addNotetrack_attach( "dunn", "attach_camera", "electronics_camera_pointandshoot_animated", "tag_inhand", "ending" );
addNotetrack_detach( "dunn", "detach_camera", "electronics_camera_pointandshoot_animated", "tag_inhand", "ending" );
addOnStart_animSound( "dunn", "ending", "scn_arcadia_photographer" );
addNotetrack_animSound( "dunn", "ending", "camera_shutter", "scn_arcadia_photo_snap" );
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_face[ "foley" ][ "arcadia_fly_nosign" ] = %arcadia_fly_nosign;
level.scr_face[ "foley" ][ "arcadia_fly_getthatbriefcase" ] = %arcadia_fly_getthatbriefcase;
level.scr_face[ "foley" ][ "arcadia_fly_photosforg2" ] = %arcadia_fly_photosforg2;
level.scr_face[ "foley" ][ "arcadia_fly_notgoingtolike" ] = %arcadia_fly_notgoingtolike;
level.scr_face[ "foley" ][ "arcadia_fly_overlordhvi" ] = %arcadia_fly_overlordhvi;
}
#using_animtree( "vehicles" );
vehicles()
{
level.scr_animtree[ "zpu_turret" ] = #animtree;
level.scr_model[ "zpu_turret" ] = "vehicle_zpu4";
level.scr_anim[ "zpu_turret" ][ "fire_a" ] = %zpu_gun_fire_a;
level.scr_anim[ "zpu_turret" ][ "fire_b" ] = %zpu_gun_fire_b;
level.scr_anim[ "zpu_turret" ][ "idle" ] = %zpu_gun_stop;
addNotetrack_customFunction( "zpu_turret", "fire_1", maps\arcadia_code::zpu_shoot1 );
addNotetrack_customFunction( "zpu_turret", "fire_2", maps\arcadia_code::zpu_shoot2 );
}
#using_animtree( "script_model" );
script_model()
{
level.scr_animtree[ "distant_parachute_left" ] = #animtree;
level.scr_model[ "distant_parachute_left" ] = "parachute_deploy";
level.scr_anim[ "distant_parachute_left" ][ "drop1" ] = %paratrooper_jump_leftA_chute;
level.scr_anim[ "distant_parachute_left" ][ "drop2" ] = %paratrooper_jump_leftB_chute;
level.scr_animtree[ "distant_parachute_right" ] = #animtree;
level.scr_model[ "distant_parachute_right" ] = "parachute_deploy";
level.scr_anim[ "distant_parachute_right" ][ "drop1" ] = %paratrooper_jump_RightA_chute;
level.scr_anim[ "distant_parachute_right" ][ "drop2" ] = %paratrooper_jump_RightB_chute;
level.scr_animtree[ "distant_parachute_left_guy" ] = #animtree;
level.scr_animtree[ "distant_parachute_right_guy" ] = #animtree;
level.scr_anim[ "distant_parachute_left_guy" ][ "drop1" ] = %paratrooper_jump_leftA_guy;
level.scr_anim[ "distant_parachute_left_guy" ][ "drop2" ] = %paratrooper_jump_leftB_guy;
level.scr_anim[ "distant_parachute_right_guy" ][ "drop1" ] = %paratrooper_jump_RightA_guy;
level.scr_anim[ "distant_parachute_right_guy" ][ "drop2" ] = %paratrooper_jump_RightB_guy;
level.scr_animtree[ "fridge" ] = #animtree;
level.scr_anim[ "fridge" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle_fridgerig;
level.scr_anim[ "fridge" ][ "fridge_react" ] = %arcadia_fridge_react_fridgerig;
}
dialog()
{
//-----------------------------------------
// Opening mission dialog
//-----------------------------------------
// Hunter Two-One, this is Hunter Two-One Actual. Our evac choppers are taking heavy losses from ground fire!
level.scr_sound[ "foley" ][ "arcadia_fly_heavylosses" ] = "arcadia_fly_heavylosses";
// We gotta destroy those triple-A positions so they can get the rest of the civvies outta here! Let's go!
level.scr_sound[ "foley" ][ "arcadia_fly_destroytriplea" ] = "arcadia_fly_destroytriplea";
//-----------------------------------------
// After checkpoint - mission dialog
//-----------------------------------------
// Hunter Two-One-Actual, Overlord. Gimme a sitrep over.
level.scr_radio[ "arcadia_hqr_sitrep" ] = "arcadia_hqr_sitrep";
// We're just past the enemy blockade at Checkpoint Lima. Now proceeding into Arcadia, over.
level.scr_sound[ "foley" ][ "arcadia_fly_intoarcadia" ] = "arcadia_fly_intoarcadia";
// Roger that. I have new orders for you. This comes down from the top, over.
level.scr_radio[ "arcadia_hqr_neworders" ] = "arcadia_hqr_neworders";
// Solid copy Overlord, send it.
level.scr_sound[ "foley" ][ "arcadia_fly_solidcopy" ] = "arcadia_fly_solidcopy";
// Your team is to divert to 4677 Brookmere Road after you have eliminated the triple-A.
level.scr_radio[ "arcadia_hqr_divertto4677" ] = "arcadia_hqr_divertto4677";
// Solid copy Overlord. Divert to 4677 Brookmere Road once the guns are destroyed. Got it.
level.scr_sound[ "foley" ][ "arcadia_fly_divertto4677" ] = "arcadia_fly_divertto4677";
// Check back with me when you've completed your main objective. Overlord out.
level.scr_radio[ "arcadia_hqr_checkback" ] = "arcadia_hqr_checkback";
// Look look! That's an AC-130 man.
level.scr_sound[ "generic" ][ "arcadia_ar1_lookac130" ] = "arcadia_ar1_lookac130";
// That's why they don't fly during the day soldier.
level.scr_sound[ "generic" ][ "arcadia_ar2_dontfly" ] = "arcadia_ar2_dontfly";
// Damn<6D>sucks to be them<65>
level.scr_sound[ "generic" ][ "arcadia_ar1_suckstobethem" ] = "arcadia_ar1_suckstobethem";
// Huah.
level.scr_sound[ "generic" ][ "arcadia_ar2_huah" ] = "arcadia_ar2_huah";
//-----------------------------------------
// Player designates a valid stryker target
//-----------------------------------------
// Roger, we have a lock. Engaging target.
level.scr_radio[ "arcadia_str_wehavelock" ] = "arcadia_str_wehavelock";
// Badger One copies, engaging your target.
level.scr_radio[ "arcadia_str_engaging" ] = "arcadia_str_engaging";
// Roger, attacking your target.
level.scr_radio[ "arcadia_str_attacking" ] = "arcadia_str_attacking";
// Solid copy. Engaging target.
level.scr_radio[ "arcadia_str_solidcopyeng" ] = "arcadia_str_solidcopyeng";
// Roger, we have a lock. Engaging house.
level.scr_radio[ "arcadia_str_havealock" ] = "arcadia_str_havealock";
// Badger One copies, engaging house.
level.scr_radio[ "arcadia_str_badgeronecopies" ] = "arcadia_str_badgeronecopies";
// Roger, attacking vehicle.
level.scr_radio[ "arcadia_str_attackingvehicle" ] = "arcadia_str_attackingvehicle";
// Roger. Engaging enemy chopper
level.scr_radio[ "arcadia_str_engchopper" ] = "arcadia_str_engchopper";
// Solid copy. Engaging infantry.
level.scr_radio[ "arcadia_str_engaginginfantry" ] = "arcadia_str_engaginginfantry";
// Solid copy. Engaging vehicle.
level.scr_radio[ "arcadia_str_engagingvehicle" ] = "arcadia_str_engagingvehicle";
// Badger One copies, engaging enemies at apartment office.
level.scr_radio[ "arcadia_str_apartmentoffice" ] = "arcadia_str_apartmentoffice";
// Roger, attacking targets at security station.
level.scr_radio[ "arcadia_str_securitystation" ] = "arcadia_str_securitystation";
// Confirmed, engaging enemies at checkpoint.
level.scr_radio[ "arcadia_str_checkpoint" ] = "arcadia_str_checkpoint";
// Badger One engaging enemies at the yellow house
level.scr_radio[ "arcadia_str_engyellowhouse" ] = "arcadia_str_engyellowhouse";
// Copy. Targeting enemies at the grey house
level.scr_radio[ "arcadia_str_targgreyhouse" ] = "arcadia_str_targgreyhouse";
// Roger, engaging targets near the fire truck
level.scr_radio[ "arcadia_str_engfiretruck" ] = "arcadia_str_engfiretruck";
// Confirmed, suppressing enemies near the police car
level.scr_radio[ "arcadia_str_confpolicecar" ] = "arcadia_str_confpolicecar";
//-----------------------------------------
// Stryker finished firing at target area
//-----------------------------------------
// Badger One to Hunter Two, target destroyed.
level.scr_radio[ "arcadia_str_targdestroyed" ] = "arcadia_str_targdestroyed";
// Badger One to Hunter Two, area suppressed.
level.scr_radio[ "arcadia_str_areasuppressed" ] = "arcadia_str_areasuppressed";
// Badger One to Hunter Two, target area suppressed.
level.scr_radio[ "arcadia_str_tasuppressed" ] = "arcadia_str_tasuppressed";
//-----------------------------------------
// Player designates an invalid target or out of range
//-----------------------------------------
// Uh, negative, that target is out of range, over.
level.scr_radio[ "arcadia_str_uhnegative" ] = "arcadia_str_uhnegative";
// Negative, that's an invalid target over.
level.scr_radio[ "arcadia_str_invalidtarget" ] = "arcadia_str_invalidtarget";
// Negative, that target's outta range!
level.scr_radio[ "arcadia_str_outtarange" ] = "arcadia_str_outtarange";
// Target is out of range.
level.scr_radio[ "arcadia_str_outofrange" ] = "arcadia_str_outofrange";
//-----------------------------------------
// Stryker is about to advance
//-----------------------------------------
// Stand clear, we're rollin'.
level.scr_radio[ "arcadia_str_wererollin" ] = "arcadia_str_wererollin";
// Be advised, we're movin' up. Stand clear.
level.scr_radio[ "arcadia_str_standclear" ] = "arcadia_str_standclear";
// All ground units, stand clear. Badger One is oscar mike.
level.scr_radio[ "arcadia_str_oscarmike" ] = "arcadia_str_oscarmike";
//-----------------------------------------
// Stryker is staying put
//-----------------------------------------
// Badger One holding position.
level.scr_radio[ "arcadia_str_holdingposition" ] = "arcadia_str_holdingposition";
//-----------------------------------------
// Calling out enemies in the houses
//-----------------------------------------
// We got hostiles in the yellow house!
level.scr_sound[ "foley" ][ "arcadia_fly_yellowhouse" ] = "arcadia_fly_yellowhouse";
// Enemies in the grey house!!!
level.scr_sound[ "dunn" ][ "arcadia_cpd_greyhouse" ] = "arcadia_cpd_greyhouse";
// Squad, we got hostiles that grey house! Take 'em out!!
level.scr_sound[ "foley" ][ "arcadia_fly_greyhouse" ] = "arcadia_fly_greyhouse";
// Squad, put suppressing fire on that house!!
level.scr_sound[ "foley" ][ "arcadia_fly_suppressingfire" ] = "arcadia_fly_suppressingfire";
// Squad, concentrate your fire on that house!!
level.scr_sound[ "foley" ][ "arcadia_fly_suppressingfire" ] = "arcadia_fly_suppressingfire";
// Enemy foot-mobiles by the apartments!
level.scr_sound[ "dunn" ][ "arcadia_cpd_apartments" ] = "arcadia_cpd_apartments";
// Roger that, enemy foot-mobiles by the apartments, take 'em ouuut!!
level.scr_sound[ "foley" ][ "arcadia_fly_apartments" ] = "arcadia_fly_apartments";
//-----------------------------------------
// Remind player to use laser designator
//-----------------------------------------
// Use your designator! Lase targets for the Stryker!
level.scr_sound[ "foley" ][ "arcadia_fly_usedesignator" ] = "arcadia_fly_usedesignator";
// Squad, use your laser designators! Paint targets for the Stryker!
level.scr_sound[ "foley" ][ "arcadia_fly_painttargets" ] = "arcadia_fly_painttargets";
// All Hunter units, this is Badger One. Lase the target, over.
level.scr_radio[ "arcadia_str_lasetarget" ] = "arcadia_str_lasetarget";
// All Hunter units, this is Badger One. Standing by to engage your targets, over.
level.scr_radio[ "arcadia_str_standingby" ] = "arcadia_str_standingby";
// All Hunter teams, this is Badger One. Paint the target, over.
level.scr_radio[ "arcadia_str_painttarget" ] = "arcadia_str_painttarget";
//-----------------------------------------
// Player eliminated RPG threats
//-----------------------------------------
// Thanks for the assist, Hunter Two-One.
level.scr_radio[ "arcadia_str_thanks" ] = "arcadia_str_thanks";
// Nice work, Hunter Two-One. Thanks for the assist.
level.scr_radio[ "arcadia_str_nicework" ] = "arcadia_str_nicework";
//-----------------------------------------
// Friendlies move up
//-----------------------------------------
// Everyone move up!
level.scr_sound[ "foley" ][ "arcadia_fly_everyoneup" ] = "arcadia_fly_everyoneup";
// Move up!
level.scr_sound[ "foley" ][ "arcadia_fly_moveup" ] = "arcadia_fly_moveup";
// Move up!!!
level.scr_sound[ "dunn" ][ "arcadia_cpd_moveup" ] = "arcadia_cpd_moveup";
// Let's go, let's go!!
level.scr_sound[ "dunn" ][ "arcadia_cpd_letsgo" ] = "arcadia_cpd_letsgo";
//-----------------------------------------
// Stryker dies
//-----------------------------------------
// All Hunter units, be advised, we just lost Badger One. Stryker support is unavailable, I repeat, Stryker support is unavailable. Make do with what you got. Out.
level.scr_sound[ "foley" ][ "arcadia_fly_lostbadgerone" ] = "arcadia_fly_lostbadgerone";
//-----------------------------------------
// Use houses for cover, get off streets
//-----------------------------------------
// Get off the streets, use the houses for cover!!
level.scr_sound[ "foley" ][ "arcadia_fly_offstreets" ] = "arcadia_fly_offstreets";
// Flank 'em through the houses!! Go go go!!
level.scr_sound[ "foley" ][ "arcadia_fly_flankthruhouses" ] = "arcadia_fly_flankthruhouses";
// Squad, move up through these houses, let's go, let's go!!
level.scr_sound[ "foley" ][ "arcadia_fly_movethruhouses" ] = "arcadia_fly_movethruhouses";
// Get off the streets!!
level.scr_sound[ "foley" ][ "arcadia_fly_getoffstreets" ] = "arcadia_fly_getoffstreets";
// Get outta the street!!
level.scr_sound[ "foley" ][ "arcadia_fly_outtastreets" ] = "arcadia_fly_outtastreets";
//-----------------------------------------
// Sentry gun shoutouts
//-----------------------------------------
// Squad, take out the sentry guns!
level.scr_sound[ "foley" ][ "arcadia_fly_sentryguns" ] = "arcadia_fly_sentryguns";
// Take out that sentry gun!
level.scr_sound[ "foley" ][ "arcadia_fly_takeoutsgun" ] = "arcadia_fly_takeoutsgun";
//-----------------------------------------
// Stryker warns about RPGs
//-----------------------------------------
// Hunter Two-One Actual, this is Badger One! Our anti-missile system cannot handle the volume of RPG fire, we need your team to thin 'em out, how copy, over?
level.scr_radio[ "arcadia_str_rpgfire" ] = "arcadia_str_rpgfire";
// Solid copy Badger One, we're on it! Out!
level.scr_sound[ "foley" ][ "arcadia_fly_wereonit" ] = "arcadia_fly_wereonit";
// Squad! Protect the Stryker! Watch for foot-mobiles with RPGs!
level.scr_sound[ "foley" ][ "arcadia_fly_protectstryker" ] = "arcadia_fly_protectstryker";
// Squad! They're targeting the Stryker! Watch for RPGs!
level.scr_sound[ "foley" ][ "arcadia_fly_watchforrpgs" ] = "arcadia_fly_watchforrpgs";
//-----------------------------------------
// Golf course vehicle laser designation
//-----------------------------------------
// Ramirez, use your laser designator to call in artillery on those vehicles!
level.scr_sound[ "foley" ][ "arcadia_fly_laserdes" ] = "arcadia_fly_laserdes";
// Ramirez, call artrillery on the enemy vehicles! Use your laser designator!
level.scr_sound[ "foley" ][ "arcadia_fly_callartillery" ] = "arcadia_fly_callartillery";
// Ramirez, use the designator on the vehicles on the golf course!
//level.scr_sound[ "foley" ][ "arcadia_fly_golfcourse" ] = "arcadia_fly_golfcourse";
// Nice work Ramirez, one more to go.
//level.scr_sound[ "foley" ][ "arcadia_fly_onemoretogo" ] = "arcadia_fly_onemoretogo";
// Fire mission received, artillery inbound.
level.scr_radio[ "arcadia_art_missionrec" ] = "arcadia_art_missionrec";
// Coordinates confirmed. Firing!
level.scr_radio[ "arcadia_art_confirmed" ] = "arcadia_art_confirmed";
//-----------------------------------------
// Stryker about to run over player
//-----------------------------------------
// Ramirez! You're gonna get run over! Get outta their way!
level.scr_sound[ "foley" ][ "arcadia_fly_getrunover" ] = "arcadia_fly_getrunover";
// Ramirez! Honey Badger's moving! Get outta their way!
level.scr_sound[ "dunn" ][ "arcadia_cpd_getoutta" ] = "arcadia_cpd_getoutta";
//-----------------------------------------
// After AA neutralized - mission dialog
//-----------------------------------------
// Overlord, Hunter Two-One-Actual. Triple-A has been neutralized. We're heading to 4677 Brookmere Road, over.
level.scr_sound[ "foley" ][ "arcadia_fly_headingto4677" ] = "arcadia_fly_headingto4677";
// Interrogative - what exactly are we looking for, over?
level.scr_sound[ "foley" ][ "arcadia_fly_lookingfor" ] = "arcadia_fly_lookingfor";
// Sergeant Foley, this is General Shepherd.
level.scr_radio[ "arcadia_shp_genshep" ] = "arcadia_shp_genshep";
// Your objective is to extract a high value individual from a 'panic room' on the second floor of that house.
level.scr_radio[ "arcadia_shp_panicroom" ] = "arcadia_shp_panicroom";
// Yes sir!
level.scr_sound[ "foley" ][ "arcadia_fly_yessir" ] = "arcadia_fly_yessir";
// He'll be expecting you. Challenge is "Icepick", countersign is "Phoenix".
level.scr_radio[ "arcadia_shp_phoenix" ] = "arcadia_shp_phoenix";
// Get him outta there and report back to Overlord. Shepherd out.
level.scr_radio[ "arcadia_shp_reportback" ] = "arcadia_shp_reportback";
// All right, you heard the man - 4677 Brookmere Road. Move!
level.scr_sound[ "foley" ][ "arcadia_fly_heardtheman" ] = "arcadia_fly_heardtheman";
//-----------------------------------------
// Ending mission dialog
//-----------------------------------------
// Icepick.
level.scr_sound[ "foley" ][ "arcadia_fly_icepick1" ] = "arcadia_fly_icepick1";
// Icepick!
level.scr_sound[ "foley" ][ "arcadia_fly_icepick2" ] = "arcadia_fly_icepick2";
// Something's not right here<72>Check the panic room - move!
level.scr_sound[ "foley" ][ "arcadia_fly_notright" ] = "arcadia_fly_notright";
// Hmph. No sign of forced entry<72>
level.scr_sound[ "foley" ][ "arcadia_fly_nosign" ] = "arcadia_fly_nosign";
// Ramirez, get that briefcase...what's left of it.
level.scr_sound[ "foley" ][ "arcadia_fly_getthatbriefcase" ]= "arcadia_fly_getthatbriefcase";
// Sarge, check out these tats. Not your average paratrooper, huah?
level.scr_sound[ "dunn" ][ "arcadia_cpd_checkouttats" ] = "arcadia_cpd_checkouttats";
// Huah. Get a couple photos for G-2 and check the bodies for intel.
level.scr_sound[ "foley" ][ "arcadia_fly_photosforg2" ] = "arcadia_fly_photosforg2";
// Huah.
level.scr_sound[ "dunn" ][ "arcadia_cpd_huah" ] = "arcadia_cpd_huah";
// Shepherd's not gonna like this.
level.scr_sound[ "foley" ][ "arcadia_fly_notgoingtolike" ] = "arcadia_fly_notgoingtolike";
// Overlord, the HVI is dead.
level.scr_sound[ "foley" ][ "arcadia_fly_overlordhvi" ] = "arcadia_fly_overlordhvi";
}