1359 lines
52 KiB
Plaintext
1359 lines
52 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#using_animtree( "generic_human" );
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main()
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{
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bridge_layer();
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roadkill_dialogue();
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roadkill_player_anims();
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script_model_animations();
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maps\_minigun_viewmodel::anim_minigun_hands();
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level.scr_anim[ "shepherd" ][ "player_shep_intro" ] = %roadkill_intro_pickup_shepherd;
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addNotetrack_dialogue( "shepherd", "dialog", "player_shep_intro", "roadkill_shp_ontheline" );
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level.scr_anim[ "hargrove" ][ "roadkill_intro_orders" ] = %roadkill_orders_officer;
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level.scr_anim[ "foley" ][ "roadkill_intro_orders" ] = %roadkill_orders_soldier;
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level.scr_anim[ "hargrove" ][ "walk" ] = %civilian_walk_hurried_1;
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level.scr_anim[ "foley" ][ "walk" ] = %civilian_walk_hurried_1;
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addNotetrack_flag( "foley", "slam", "slam_hood" );
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// addNotetrack_customFunction( "foley", "bang", ::intro_explosion, "roadkill_intro_orders" );
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//roadkill_shp_ontheline
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level.scr_anim[ "shepherd" ][ "roadkill_cover_active_leader" ] = %roadkill_cover_active_leader;
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level.scr_anim[ "shepherd" ][ "shepherd_cover" ][ 0 ] = %roadkill_cover_active_leader_idle;
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addNotetrack_customFunction( "shepherd", "lookat on", ::enable_lookat );
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addNotetrack_customFunction( "shepherd", "lookat off", ::disable_lookat );
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addNotetrack_dialogue( "shepherd", "dialog", "roadkill_cover_active_leader", "roadkill_shp_ontheline" );
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level.scr_anim[ "shepherd" ][ "roadkill_riverbank_intro" ] = %roadkill_opening_shepherd;
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level.scr_anim[ "shepherd" ][ "intro_idle" ][ 0 ] = %roadkill_opening_shepherd_idle;
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addNotetrack_dialogue( "shepherd", "roadkill_shp_dontcare_ps", "roadkill_riverbank_intro", "roadkill_shp_dontcare" );
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level.scr_anim[ "foley" ][ "roadkill_riverbank_intro" ] = %roadkill_opening_foley;
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level.scr_anim[ "foley" ][ "intro_idle" ][ 0 ] = %roadkill_opening_foley_idle;
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// addNotetrack_dialogue( "foley", "roadkill_fly_yessir_ps", "roadkill_riverbank_intro", "roadkill_fly_yessir" );
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addNotetrack_customFunction( "foley", "m203", ::foley_m203, "roadkill_riverbank_intro" );
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//addNotetrack_sound( "foley", "whistle", "roadkill_riverbank_intro", "ps_roadkill_whistle" );
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// addNotetrack_customFunction( "foley", "whistle", ::foley_whistle, "roadkill_riverbank_intro" );
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level.scr_anim[ "shepherd" ][ "ending" ] = %roadkill_ending;
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level.scr_anim[ "shepherd" ][ "walk" ] = %roadkill_opening_shepherd_walk;
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//level.scr_anim[ "shepherd" ][ "walk" ] = %civilian_walk_hurried_2;
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//level.scr_anim[ "shepherd" ][ "walk" ] = %civilian_walk_paper;
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level.scr_anim[ "shepherd" ][ "idle_reach" ] = %laptop_officer_idle;
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level.scr_anim[ "shepherd" ][ "idle" ][ 0 ] = %laptop_officer_idle;
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level.scr_anim[ "shepherd" ][ "stair_approach" ] = %roadkill_shepherd_stair_approach;
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level.scr_anim[ "shepherd" ][ "stair_idle" ][ 0 ] = %roadkill_shepherd_stair_idle;
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level.scr_anim[ "shepherd" ][ "stair_wave" ] = %roadkill_shepherd_stair_wave;
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level.scr_anim[ "shepherd" ][ "angry_walk" ] = %roadkill_shepherd_walk;
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level.scr_anim[ "shepherd" ][ "angry_wander" ] = %roadkill_shepherd_shout_sequence;
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//level.scr_anim[ "shepherd" ][ "walk" ] = %civilian_walk_hurried_2;
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// Gentlemen, good work on taking the town!
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addNotetrack_dialogue( "shepherd", "roadkill_shp_goodwork_ps", "ending", "roadkill_shp_goodwork" );
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// Private Allen, you'll be taking orders from me from now on. I'll brief you on the chopper. Let's go.
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addNotetrack_dialogue( "shepherd", "roadkill_shp_specialop_ps", "ending", "roadkill_shp_specialop" );
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// addNotetrack_customFunction( "shepherd", "point_start", ::point_start, "ending" );
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addNotetrack_customFunction( "shepherd", "point_end", ::point_end, "ending" );
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level.scr_anim[ "spotter" ][ "idle" ][ 0 ] = %roadkill_cover_spotter_idle;
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level.scr_anim[ "soldier" ][ "idle" ][ 0 ] = %roadkill_cover_soldier_idle;
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level.scr_anim[ "spotter" ][ "binoc_scene" ] = %roadkill_cover_spotter;
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level.scr_anim[ "soldier" ][ "binoc_scene" ] = %roadkill_cover_soldier;
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addNotetrack_customFunction( "spotter", "detach binoc", ::detach_binoc, "binoc_scene" );
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addNotetrack_customFunction( "spotter", "attach binoc", ::attach_binoc, "binoc_scene" );
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level.scr_anim[ "cover_attack1" ][ "idle" ][ 0 ] = %roadkill_cover_active_soldier1;
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level.scr_anim[ "cover_attack2" ][ "idle" ][ 0 ] = %roadkill_cover_active_soldier2;
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level.scr_anim[ "cover_attack3" ][ "idle" ][ 0 ] = %roadkill_cover_active_soldier3;
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level.scr_anim[ "cover_radio1" ][ "idle" ][ 0 ] = %roadkill_cover_radio_soldier1;
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level.scr_anim[ "cover_radio2" ][ "idle" ][ 0 ] = %roadkill_cover_radio_soldier2;
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level.scr_anim[ "cover_radio3" ][ "idle" ][ 0 ] = %roadkill_cover_radio_soldier3;
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level.scr_anim[ "cover_radio1" ][ "idle_noshoot" ][ 0 ] = %roadkill_cover_radio_soldier1_idle;
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level.scr_anim[ "film1" ][ "video_film_start" ] = %roadkill_videotaper_1B_explosion_start;
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level.scr_anim[ "film1" ][ "video_film_idle" ][ 0 ] = %roadkill_videotaper_1B_explosion_idle;
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level.scr_anim[ "film1" ][ "video_film_react" ] = %roadkill_videotaper_1B_explosion;
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level.scr_anim[ "film2" ][ "video_film_start" ] = %roadkill_videotaper_2B_explosion_start;
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level.scr_anim[ "film2" ][ "video_film_idle" ][ 0 ] = %roadkill_videotaper_2B_explosion_idle;
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level.scr_anim[ "film2" ][ "video_film_react" ] = %roadkill_videotaper_2B_explosion;
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level.scr_anim[ "film2" ][ "video_film_end" ] = %roadkill_videotaper_2B_explosionend;
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level.scr_anim[ "film3" ][ "video_film_start" ] = %roadkill_videotaper_3B_explosion_start;
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level.scr_anim[ "film3" ][ "video_film_idle" ][ 0 ] = %roadkill_videotaper_3B_explosion_idle;
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level.scr_anim[ "film3" ][ "video_film_react" ] = %roadkill_videotaper_3B_explosion;
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level.scr_anim[ "film3" ][ "video_film_end" ] = %roadkill_videotaper_3B_explosionend;
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level.scr_anim[ "film4" ][ "video_film_start" ] = %roadkill_videotaper_4B_explosion_start;
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level.scr_anim[ "film4" ][ "video_film_idle" ][ 0 ] = %roadkill_videotaper_4B_explosion_idle ;
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level.scr_anim[ "film4" ][ "video_film_react" ] = %roadkill_videotaper_4B_explosion;
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level.scr_anim[ "generic" ][ "balcony_death" ] = [];
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level.scr_anim[ "generic" ][ "balcony_death" ][ 0 ] = %bog_b_rpg_fall_death;
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level.scr_anim[ "generic" ][ "balcony_death" ][ 1 ] = %death_rooftop_A;
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level.scr_anim[ "generic" ][ "balcony_death" ][ 2 ] = %death_rooftop_B;
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level.scr_anim[ "generic" ][ "balcony_death" ][ 3 ] = %death_rooftop_D;
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/*
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level.scr_anim[ "film1" ][ "video_film" ] = %roadkill_videotaper_1_explosion;
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level.scr_anim[ "film2" ][ "video_film" ] = %roadkill_videotaper_2_explosion;
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level.scr_anim[ "film3" ][ "video_film" ] = %roadkill_videotaper_3_explosion;
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level.scr_anim[ "film2" ][ "video_film_end" ] = %roadkill_videotaper_2_explosionend;
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level.scr_anim[ "film3" ][ "video_film_end" ] = %roadkill_videotaper_3_explosionend;
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*/
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level.scr_model[ "film1" ] = "electronics_camera_pointandshoot_low";
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level.scr_model[ "film2" ] = "electronics_camera_cellphone_low";
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level.scr_model[ "film3" ] = "electronics_camera_cellphone_low";
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level.scr_model[ "film4" ] = "electronics_camera_cellphone_low";
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level.scr_anim[ "shepherd" ][ "ending_additive_right" ] = %roadkill_ending_point_left45;
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level.scr_anim[ "shepherd" ][ "ending_additive_left" ] = %roadkill_ending_point_right45;
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level.scr_anim[ "shepherd" ][ "ending_additive_controller" ] = %roadkill_ending_additive;
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level.scr_anim[ "exposed_flashbang_v1" ][ "flashed" ] = %exposed_flashbang_v1;
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level.scr_anim[ "exposed_flashbang_v2" ][ "flashed" ] = %exposed_flashbang_v2;
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level.scr_anim[ "exposed_flashbang_v3" ][ "flashed" ] = %exposed_flashbang_v3;
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level.scr_anim[ "exposed_flashbang_v4" ][ "flashed" ] = %exposed_flashbang_v4;
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level.scr_anim[ "exposed_flashbang_v5" ][ "flashed" ] = %exposed_flashbang_v5;
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level.scr_anim[ "generic" ][ "pistol_walk_back" ] = %pistol_walk_back;
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level.scr_anim[ "generic" ][ "pistol_death" ] = %airport_security_guard_pillar_death_r;
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level.scr_anim[ "generic" ][ "exposed_reload" ] = %exposed_reloadb;
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level.scr_anim[ "generic" ][ "cqb_wave" ] = %CQB_stand_signal_move_out;
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level.scr_anim[ "sit_1" ][ "sit_around" ][ 0 ] = %sitting_guard_loadAK_idle;
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level.scr_anim[ "sit_2" ][ "sit_around" ][ 0 ] = %civilian_texting_sitting;
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level.scr_anim[ "sit_3" ][ "sit_around" ][ 0 ] = %civilian_sitting_talking_A_1;
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level.scr_model[ "sit_2" ] = "electronics_pda";
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level.scr_anim[ "generic" ][ "rooftop_turn" ] = %stand_2_run_180L;
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level.scr_anim[ "generic" ][ "walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "street_runner" ][ "scene" ] = %airport_civ_pillar_exit;
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level.scr_anim[ "roof_backup" ][ "scene" ] = %airport_civ_fear_drop_6;
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level.scr_anim[ "generic" ][ "help_player_getin" ] = %roadkill_hummer_soldier_getin;
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level.scr_anim[ "generic" ][ "combat_walk" ] = %combatwalk_f_spin;
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level.scr_anim[ "generic" ][ "garage_spawner" ] = %unarmed_close_garage;
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level.scr_anim[ "generic" ][ "garage_spawner_right" ] = %unarmed_runinto_garage_right;
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level.scr_anim[ "generic" ][ "garage_spawner_left" ] = %unarmed_runinto_garage_left;
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level.scr_anim[ "generic" ][ "garage_spawner_left_run" ] = %unarmed_scared_run_delta;
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level.scr_anim[ "generic" ][ "garage_window_shouter_spawner" ][ 0 ] = %unarmed_shout_window;
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level.scr_anim[ "generic" ][ "garage_spawner_right" ] = %unarmed_runinto_garage_right;
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// level.scr_anim[ "generic" ][ "garage_spawner_right_run" ] = %unarmed_scared_run_delta;
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level.scr_anim[ "flee_alley" ][ "round_corner" ] = %flee_alley_civilain;
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level.scr_anim[ "flee_alley" ][ "idle" ][ 0 ] = %flee_alley_civilain_idle;
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level.scr_anim[ "flee_alley" ][ "idle_location" ] = %flee_alley_civilain_idle;
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level.scr_anim[ "flee_alley" ][ "hands_up" ] = %unarmed_cowercrouch_react_A;
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level.scr_anim[ "generic" ][ "unarmed_climb_wall" ] = %unarmed_climb_wall;
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level.scr_anim[ "generic" ][ "unarmed_climb_wall_v2" ] = %unarmed_climb_wall_v2;
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level.scr_anim[ "generic" ][ "facedown_death" ] = %run_death_facedown;
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level.scr_anim[ "flee_alley" ][ "flee_shooting" ] = %flee_stand_2_run_med;
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level.scr_anim[ "generic" ][ "killhouse_gaz_idleA" ][ 0 ] = %killhouse_gaz_idleA;
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level.scr_anim[ "generic" ][ "killhouse_gaz_talk_side" ][ 0 ] = %killhouse_gaz_talk_side;
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level.scr_anim[ "generic" ][ "killhouse_gaz_idleB" ][ 0 ] = %killhouse_gaz_idleB;
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level.scr_anim[ "generic" ][ "killhouse_sas_price_idle" ][ 0 ] = %killhouse_sas_price_idle;
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level.scr_anim[ "generic" ][ "killhouse_gaz_idleA_solo" ] = %killhouse_gaz_idleA;
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level.scr_anim[ "generic" ][ "killhouse_gaz_talk_side_solo" ] = %killhouse_gaz_talk_side;
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level.scr_anim[ "generic" ][ "killhouse_gaz_idleB_solo" ] = %killhouse_gaz_idleB;
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level.scr_anim[ "generic" ][ "killhouse_sas_price_idle_solo" ] = %killhouse_sas_price_idle;
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/*
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level.scr_anim[ "generic" ][ "step_idle" ][ 0 ] = %unarmed_waving_startidle;
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level.scr_anim[ "generic" ][ "step_out" ] = %unarmed_waving_stepout;
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level.scr_anim[ "generic" ][ "waving_idle" ][ 0 ] = %unarmed_waving;
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level.scr_anim[ "generic" ][ "waving_idle" ][ 1 ] = %unarmed_waving_twitch;
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level.scr_anim[ "generic" ][ "close_garage" ] = %unarmed_close_garage;
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level.scr_anim[ "generic" ][ "close_garage2" ] = %unarmed_close_garage_v2;
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level.scr_anim[ "generic" ][ "waving_end" ] = %unarmed_waving_endidle;
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level.scr_anim[ "generic" ][ "arrive" ] = %unarmed_runinto_garage_right;
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level.scr_anim[ "generic" ][ "arrive" ] = %unarmed_runinto_garage_left;
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level.scr_anim[ "generic" ][ "arrive" ] = %unarmed_runinto_garage;
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level.scr_anim[ "generic" ][ "climb" ] = %unarmed_climb_wall;
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level.scr_anim[ "generic" ][ "climb" ] = %unarmed_climb_wall_v2;
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level.scr_anim[ "generic" ][ "climb" ] = %unarmed_climb_wall_v3;
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level.scr_anim[ "generic" ][ "idle" ][ 0 ] = %unarmed_pullup_window_guyA_idle;
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level.scr_anim[ "generic" ][ "pull" ] = %unarmed_pullup_window_guyA;
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level.scr_anim[ "generic" ][ "pull" ] = %unarmed_pullup_window_guyB;
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level.scr_runanim[ "unarmed" ] = %unarmed_run_delta;
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*/
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level.scr_anim[ "generic" ][ "humvee_turret_bounce" ] = %humvee_turret_bounce;
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level.scr_anim[ "generic" ][ "humvee_turret_idle_lookback" ] = %humvee_turret_idle_lookback;
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level.scr_anim[ "generic" ][ "humvee_turret_idle_lookbackB" ] = %humvee_turret_idle_lookbackB;
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level.scr_anim[ "generic" ][ "humvee_turret_idle_signal_forward" ] = %humvee_turret_idle_signal_forward;
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level.scr_anim[ "generic" ][ "humvee_turret_idle_signal_side" ] = %humvee_turret_idle_signal_side;
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level.scr_anim[ "generic" ][ "humvee_turret_radio" ] = %humvee_turret_radio;
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level.scr_anim[ "generic" ][ "humvee_turret_flinchA" ] = %humvee_turret_flinchA;
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level.scr_anim[ "generic" ][ "humvee_turret_flinchB" ] = %humvee_turret_flinchB;
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level.scr_anim[ "generic" ][ "humvee_turret_rechamber" ] = %humvee_turret_rechamber;
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}
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enable_lookat( guy )
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{
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//guy SetLookAtEntity( level.player );
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}
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disable_lookat( guy )
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{
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//guy SetLookAtEntity();
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}
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detach_binoc( guy )
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{
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if ( !isdefined( guy.binoc ) )
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return;
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guy Detach( "weapon_binocular", "tag_inhand" );
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guy.binoc = undefined;
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}
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attach_binoc( guy )
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{
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if ( IsDefined( guy.binoc ) )
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return;
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guy Attach( "weapon_binocular", "tag_inhand" );
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guy.binoc = true;
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}
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foley_whistle( foley )
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{
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foley thread play_sound_on_entity( "roadkill_whistle" );
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wait( 0.9 );
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flag_set( "bridgelayer_starts" );
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}
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point_start( shepherd )
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{
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shepherd.pointing = true;
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//shepherd SetLookAtEntity( level.player );
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shepherd shepherd_points_at_player();
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}
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shepherd_points_at_player()
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{
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self endon( "point_end" );
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controller = self getanim( "ending_additive_controller" );
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left_anim = self getanim( "ending_additive_left" );
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right_anim = self getanim( "ending_additive_right" );
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range = 45;
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for ( ;; )
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{
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animation = self getanim( "ending" );
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//self SetAnim( animation, 1, 0, 0.1 );
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right = AnglesToRight( self.angles );
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othervec = VectorNormalize( level.player.origin - self.origin );
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forward = AnglesToForward( self.angles );
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right = AnglesToRight( self.angles );
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forward_dot = VectorDot( forward, othervec );
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right_dot = VectorDot( right, othervec );
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//println( " ");
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//println( "forward dot " + forward_dot );
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//println( "right dot " + right_dot );
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degrees = ACos( forward_dot );
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//println( "degrees " + degrees );
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degrees = abs( degrees );
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weight = 0;
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if ( right_dot > 0 )
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{
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if ( degrees > range )
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degrees = range;
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weight = degrees / range;
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self SetAnim( left_anim, 0, 0.2, 1 );
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self SetAnim( right_anim, 1, 0.2, 1 );
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}
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else
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{
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degrees += 10;
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if ( degrees > range )
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degrees = range;
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weight = degrees / range;
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self SetAnim( left_anim, 1, 0.2, 1 );
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self SetAnim( right_anim, 0, 0.2, 1 );
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}
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|
||
if ( isdefined( self.pointing ) )
|
||
{
|
||
if ( abs( weight ) >= 1 )
|
||
{
|
||
self SetLookAtEntity( level.player );
|
||
//iprintln( 1 );
|
||
}
|
||
else
|
||
{
|
||
self SetLookAtEntity();
|
||
}
|
||
}
|
||
|
||
self SetAnim( controller, weight, 0.2, 1 );
|
||
|
||
//forward = AnglesToForward( self.angles );
|
||
//Line( self.origin, self.origin + forward * 150, (1,0,0) );
|
||
//Line( self.origin, level.player.origin, (1,1,1) );
|
||
//Print3d( self.origin, degrees, (1,1,0), 1, 1 );
|
||
//Print3d( self.origin + (0,0,30), weight, (1,1,1), 1, 1 );
|
||
|
||
wait( 0.05 );
|
||
}
|
||
|
||
//guy SetLookAtEntity( level.player );
|
||
}
|
||
|
||
point_end( shepherd )
|
||
{
|
||
wait 2.9;
|
||
shepherd.pointing = undefined;
|
||
shepherd SetLookAtEntity();
|
||
|
||
Shepherd notify( "point_end" );
|
||
controller = Shepherd getanim( "ending_additive_controller" );
|
||
Shepherd ClearAnim( controller, 0.2 );
|
||
//shepherd SetLookAtEntity( level.player );
|
||
//( position, turn acceleration );
|
||
}
|
||
|
||
foley_m203( foley )
|
||
{
|
||
effect = getfx( "m203" );
|
||
|
||
start = foley GetTagOrigin( "tag_flash" );
|
||
angles = foley GetTagAngles( "tag_flash" );
|
||
|
||
PlayFXOnTag( effect, foley, "tag_flash" );
|
||
//shootpos = foley.enemy GetShootAtPos() + ( 0, 0, 190 );
|
||
shootpos = ( -1734, -1205, 740 );
|
||
MagicBullet( "m203", start, shootpos );
|
||
}
|
||
|
||
#using_animtree( "script_model" );
|
||
script_model_animations()
|
||
{
|
||
level.scr_animtree[ "gun_model" ] = #animtree;
|
||
level.scr_model[ "gun_model" ] = "weapon_colt_anaconda_animated";
|
||
level.scr_anim[ "gun_model" ][ "player_shep_intro" ] = %roadkill_intro_pickup_gun;
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
roadkill_player_anims()
|
||
{
|
||
level.scr_anim[ "player_rig" ][ "player_getin" ] = %roadkill_hummer_player_getin;
|
||
// level.scr_sound[ "player_rig" ][ "player_getin" ] = "scn_roadkill_enter_humvee_plr";
|
||
|
||
level.scr_animtree[ "player_rig" ] = #animtree;
|
||
level.scr_model[ "player_rig" ] = "viewhands_player_us_army";
|
||
|
||
|
||
level.scr_anim[ "player_rig" ][ "player_shep_intro" ] = %roadkill_intro_pickup_player;
|
||
|
||
}
|
||
|
||
|
||
#using_animtree( "vehicles" );
|
||
bridge_layer()
|
||
{
|
||
level.scr_anim[ "bridge_layer_bridge" ][ "bridge_lower" ] = %roadkill_M60A1_bridge_lower;
|
||
level.scr_anim[ "bridge_layer_bridge" ][ "bridge_driveup" ] = %roadkill_M60A1_bridge_driveup;
|
||
|
||
level.scr_anim[ "bridge_layer" ][ "bridge_lower" ] = %roadkill_M60A1_tank_lower;
|
||
level.scr_anim[ "bridge_layer" ][ "bridge_driveup" ] = %roadkill_M60A1_tank_driveup;
|
||
level.scr_anim[ "bridge_layer" ][ "bridge_cross" ] = %roadkill_M60A1_tank_cross;
|
||
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_animtree[ "player_humvee" ] = #animtree;
|
||
level.scr_anim[ "player_humvee" ][ "roadkill_intro_orders" ] = %roadkill_orders_hummer;
|
||
|
||
level.scr_anim[ "player_humvee" ][ "roadkill_player_door_open" ] = %roadkill_hummer_door_soldier;
|
||
|
||
|
||
level.scr_anim[ "turret" ][ "player_getin" ] = %roadkill_hummer_gun_getin;
|
||
level.scr_animtree[ "turret" ] = #animtree;
|
||
|
||
|
||
level.scr_anim[ "technical" ][ "technical_pushed" ] = %roadkill_pickup_technical_pushed;
|
||
level.scr_animtree[ "technical" ] = #animtree;
|
||
|
||
|
||
}
|
||
|
||
intro_explosion( foley )
|
||
{
|
||
exploder( "intro_boom" );
|
||
}
|
||
|
||
#using_animtree( "generic_human" );
|
||
roadkill_dialogue()
|
||
{
|
||
/*
|
||
Shepherd: I don't care how many rpgs they have. The time line dictates that we cross this river in 4 minutes, and we will be on time.
|
||
Foley: Yes sir. (Foley whistles up at the bridge and signals for them to start).
|
||
|
||
Foley: Hunter two! Keep the pressure on the rpg teams. If the bridge layer gets hit, shepherd will make us swim.
|
||
|
||
Foley: Up there! They're making a push for the bridge layer! Beat them back!
|
||
Foley: They're retreating, keep hitting them!
|
||
Foley: Hunter two! The bridge is finished, we're oscar mike! Move out!
|
||
|
||
AR3: What's the hold up?
|
||
Dunn: Weren't you listening? Shepherd called in a major fire mission.
|
||
AR3: Won't that be danger close for the task force?
|
||
Dunn: Since when does Shepherd care about danger close?
|
||
|
||
<Coughing sounds>
|
||
|
||
later at the end of the ride:
|
||
Straight ahead, top floor, he's got an RPG!
|
||
|
||
in school:
|
||
Hunter 2-3, We're in the school. Heavy resistance.
|
||
Copy that hunter 2-1.
|
||
|
||
Upstairs:
|
||
"I'm cutting through history class."
|
||
"Roger that."
|
||
|
||
*/
|
||
|
||
/*
|
||
removed:
|
||
// Private Brodsky, you have the Javelin? We've got enemy armor threatening the AVLB and satcom confirms multiple vehicles inbound. Your top priority is to take out that armor, huah?
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_havethejavelin" ] = "roadkill_fly_havethejavelin";
|
||
|
||
// Brodsky, use your Javelin to take out the armor!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_takeoutarmor" ] = "roadkill_fly_takeoutarmor";
|
||
|
||
// Brodsky, switch to your Javelin!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_switchtojavelin" ] = "roadkill_fly_switchtojavelin";
|
||
|
||
// Engage that armored vehicle across the river!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_acrossriver" ] = "roadkill_fly_acrossriver";
|
||
|
||
// Target that armored vehicle with your Javelin!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_targetvehicle" ] = "roadkill_fly_targetvehicle";
|
||
|
||
// Knock it off! Hunter Two, we're oscar mike! Move out!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_knockitoff" ] = "roadkill_fly_knockitoff";
|
||
|
||
// Brodsky - good job on taking out the enemy armor. Now let's get over there and take that town.
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_taketown" ] = "roadkill_shp_taketown";
|
||
|
||
|
||
// Hu-ahh!! What was that, a 1000 pounder?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_whatwasthat" ] = "roadkill_ar3_whatwasthat";
|
||
|
||
// I dunno but damn that was kick ass, huah?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_idunno" ] = "roadkill_ar4_idunno";
|
||
|
||
// Goliath Actual to Hunter 2-1, what's going on out there, over?
|
||
level.scr_radio[ "roadkill_ar3_goingon" ] = "roadkill_ar3_goingon";
|
||
|
||
// Hunter 2-1 to Goliath Actual, we took fire and were separated from Hunter 2-3! We're working our way back around, over!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_tookfire" ] = "roadkill_fly_tookfire";
|
||
|
||
// Goliath Actual solid copy.
|
||
level.scr_radio[ "roadkill_ar3_solidcopy" ] = "roadkill_ar3_solidcopy";
|
||
|
||
|
||
// Wonder what's got him all worked up?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_allworkedup" ] = "roadkill_cpd_allworkedup";
|
||
|
||
// Stop stop stop!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_stopstopstop" ] = "roadkill_cpd_stopstopstop";
|
||
|
||
// What's going on?
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_whatsgoingon" ] = "roadkill_fly_whatsgoingon";
|
||
|
||
// We're being shot at!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_beingshotat" ] = "roadkill_cpd_beingshotat";
|
||
|
||
// Quick, he's getting away!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_gettingaway" ] = "roadkill_ar1_gettingaway";
|
||
|
||
// You got him you got him!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_yougothim" ] = "roadkill_ar1_yougothim";
|
||
|
||
// Nice, nice!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_nicenice" ] = "roadkill_cpd_nicenice";
|
||
|
||
// All right let's keep moving!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_letskeepgoing" ] = "roadkill_fly_letskeepgoing";
|
||
|
||
// Nevermind, Allen handled it
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_handledit" ] = "roadkill_cpd_handledit";
|
||
|
||
|
||
*/
|
||
|
||
// Allen! Switch to your M203!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_yourM203" ] = "roadkill_fly_yourM203";
|
||
// Drop some rounds on 'em across the river!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_acrossriver" ] = "roadkill_fly_acrossriver";
|
||
// On the bridge, 10 o'clock high! Multiple targets, take em ouuutt!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_10oclockhigh" ] = "roadkill_fly_10oclockhigh";
|
||
// Up there on the bridge!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_onthebridge" ] = "roadkill_fly_onthebridge";
|
||
|
||
|
||
|
||
// I don't care how many rpgs they have - the time line dictates that we cross this river in four minutes, and we will be on time.
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_dontcare" ] = "roadkill_shp_dontcare";
|
||
|
||
// Yes sir.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_yessir" ] = "roadkill_fly_yessir";
|
||
|
||
// Hunter Two! Keep up the pressure on those RPG teams! If that bridgelayer gets hit, we're swimming, huah?
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_wereswimming" ] = "roadkill_fly_wereswimming";
|
||
|
||
// Up there! They're making a push for the bridgelayer! Beat 'em back!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_makingapush" ] = "roadkill_fly_makingapush";
|
||
|
||
// They're retreating, keep hitting 'em!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_keephitting" ] = "roadkill_fly_keephitting";
|
||
|
||
// Hunter Two! Bridge complete, we're oscar mike! Move out!!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_bridgecomplete" ] = "roadkill_fly_bridgecomplete";
|
||
level.scr_face[ "generic" ][ "roadkill_fly_bridgecomplete" ] = %roadkill_fly_bridgecomplete;
|
||
|
||
|
||
|
||
|
||
|
||
|
||
// Warlord, Warlord, this is Hunter 2-1, requesting air strike at grid 2-5-2, 1-7-1! Target is a white,
|
||
// twelve story apartment building occupied by hostile forces, over!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_airstrike" ] = "roadkill_cpd_airstrike";
|
||
|
||
// Hunter 2-1, this is Warlord, solid copy, uh, I have Devil 1-1, flight of two F-15s, on the line, standby for relay.
|
||
level.scr_radio[ "roadkill_auc_ontheline" ] = "roadkill_auc_ontheline";
|
||
|
||
// Hunter 2-1 this is Devil 1-1, flight of two F-15s, time on station, one-five mikes,
|
||
// holding at three-Sierra, northwest, holding area Knife, carrying two JDAMs and two HARMs, over.
|
||
level.scr_radio[ "roadkill_fp1_devil11" ] = "roadkill_fp1_devil11";
|
||
|
||
// Devil 1-1, this is Hunter 2-1, solid copy on check-in, standby.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_checkin" ] = "roadkill_cpd_checkin";
|
||
|
||
// Standing by.
|
||
level.scr_radio[ "roadkill_fp1_standingby" ] = "roadkill_fp1_standingby";
|
||
|
||
// Devil 1-1, target is a white, twelve story apartment building at grid 2-5-2, 1-7-1. I need you to level that building, how copy over?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_levelbuilding" ] = "roadkill_cpd_levelbuilding";
|
||
|
||
// Solid copy Hunter 2-1. Rolling in now... Target acquired.
|
||
level.scr_radio[ "roadkill_fp1_targetacquired" ] = "roadkill_fp1_targetacquired";
|
||
|
||
// Cleared hot!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_clearedhot" ] = "roadkill_cpd_clearedhot";
|
||
|
||
// Devil 1-1 off safe. Bombs away bombs away.
|
||
level.scr_radio[ "roadkill_fp1_offsafe" ] = "roadkill_fp1_offsafe";
|
||
|
||
|
||
// What's the hold up?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_holup" ] = "roadkill_ar3_holup";
|
||
|
||
// Shepherd called in a major fire mission!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_majorfiremission" ] = "roadkill_cpd_majorfiremission";
|
||
|
||
// Uh, won't that be danger close for the task force?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_dangerclose" ] = "roadkill_ar3_dangerclose";
|
||
|
||
// Since when does Shepherd care about danger close?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_sincewhen" ] = "roadkill_cpd_sincewhen";
|
||
|
||
|
||
|
||
|
||
// Huah!! Get some!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_getsome" ] = "roadkill_cpd_getsome";
|
||
|
||
// Yeah!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_yeah" ] = "roadkill_ar1_yeah";
|
||
|
||
// Woo! Yeah!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_wooyeah" ] = "roadkill_ar2_wooyeah";
|
||
|
||
// Huah! Hell yea!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_huahyeah" ] = "roadkill_ar1_huahyeah";
|
||
|
||
// The networks are gonna pay big for this one!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_paybig" ] = "roadkill_cpd_paybig";
|
||
|
||
// Keep dreamin video boy!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_keepdreamin" ] = "roadkill_ar2_keepdreamin";
|
||
|
||
// No man, seriously, that was extreme!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_extreme" ] = "roadkill_cpd_extreme";
|
||
|
||
|
||
// Whoa!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_whoa" ] = "roadkill_ar1_whoa";
|
||
|
||
// Yeah - (cough)
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_yeahcough" ] = "roadkill_ar2_yeahcough";
|
||
|
||
// (coughing)
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough1" ] = "roadkill_gar_cough1";
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough2" ] = "roadkill_gar_cough2";
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough3" ] = "roadkill_gar_cough3";
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough4" ] = "roadkill_gar_cough4";
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough5" ] = "roadkill_gar_cough5";
|
||
level.scr_sound[ "generic" ][ "roadkill_gar_cough6" ] = "roadkill_gar_cough6";
|
||
|
||
|
||
|
||
// We're movin' out!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_movinout" ] = "roadkill_cpd_movinout";
|
||
|
||
|
||
// Huah!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_huah" ] = "roadkill_ar2_huah";
|
||
|
||
// Get your ass back in the vehicle!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_backinvehicle" ] = "roadkill_ar3_backinvehicle";
|
||
|
||
// Battalion is oscar mike!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_oscarmike" ] = "roadkill_ar4_oscarmike";
|
||
|
||
// We're oscar mike, move it!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_oscarmike" ] = "roadkill_fly_oscarmike";
|
||
|
||
// We're oscar mike!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_oscarmike" ] = "roadkill_ar2_oscarmike";
|
||
|
||
// If you have to do #2 go now because once I start the car I am not stoppin', huah?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_notstoppin" ] = "roadkill_cpd_notstoppin";
|
||
|
||
// We're moving out now!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_movingout" ] = "roadkill_fly_movingout";
|
||
|
||
// Mount up!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_mountup" ] = "roadkill_fly_mountup";
|
||
|
||
|
||
// Come on Brodsky, get in!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_comeongetin" ] = "roadkill_fly_comeongetin";
|
||
|
||
// Brodsky, get in your humvee, you're holding up the line!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_holdingupline" ] = "roadkill_fly_holdingupline";
|
||
|
||
// Hurry up Private!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_hurryup" ] = "roadkill_fly_hurryup";
|
||
|
||
// Brodsky, move your ass, let's go!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_moveletsgo" ] = "roadkill_fly_moveletsgo";
|
||
|
||
|
||
|
||
// Hunter two breaking away.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_breakingaway" ] = "roadkill_fly_breakingaway";
|
||
|
||
// Copy Hunter Two.
|
||
level.scr_radio[ "roadkill_hqr_copyhunter2" ] = "roadkill_hqr_copyhunter2";
|
||
|
||
// Scan the rooftops for hostiles.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_scanrooftops" ] = "roadkill_fly_scanrooftops";
|
||
|
||
// Hurry up, I<>m not sure this building is going to last much longer.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_lastlonger" ] = "roadkill_fly_lastlonger";
|
||
|
||
// Keep an eye out for civvies, we<77>re not cleared to engage unless they fire first.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_eyeoutforciv" ] = "roadkill_fly_eyeoutforciv";
|
||
|
||
// Hold off, it<69>s a civilian.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_holdoff" ] = "roadkill_fly_holdoff";
|
||
|
||
// Bet he<68>s scouting us.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_scoutingus" ] = "roadkill_cpd_scoutingus";
|
||
|
||
// Doesn<73>t mean you can shoot him.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_doesntmean" ] = "roadkill_fly_doesntmean";
|
||
|
||
|
||
|
||
|
||
// Allen, what are you shooting at, there's nothing there! Cease fire!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_nothingthere" ] = "roadkill_fly_nothingthere";
|
||
|
||
// Allen, stand down! The ROE dictates we can<61>t fire unless fired upon!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_standdown" ] = "roadkill_fly_standdown";
|
||
|
||
// Allen! Cease fire!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_ceasefire" ] = "roadkill_fly_ceasefire";
|
||
|
||
|
||
|
||
|
||
|
||
|
||
// Watch your sector!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_watchsector" ] = "roadkill_fly_watchsector";
|
||
|
||
// You see anything?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_seeanything" ] = "roadkill_cpd_seeanything";
|
||
|
||
// Stay frosty!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_stayfrosty" ] = "roadkill_fly_stayfrosty";
|
||
|
||
|
||
|
||
//school_convert_color_trigger
|
||
|
||
|
||
|
||
// Eyes forward, Allen. Look alive.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_eyesforward" ] = "roadkill_fly_eyesforward";
|
||
|
||
// Watch the alleys.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_watchalleys" ] = "roadkill_fly_watchalleys";
|
||
|
||
|
||
|
||
|
||
|
||
// Contact 12 o clock!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_contact12" ] = "roadkill_cpd_contact12";
|
||
|
||
// Floor it, we need to get out of the kill zone!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_sittingducks" ] = "roadkill_fly_sittingducks";
|
||
|
||
// Slow down, we're getting strung out!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_strungout" ] = "roadkill_fly_strungout";
|
||
|
||
// Keep moving!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_keepmoving" ] = "roadkill_cpd_keepmoving";
|
||
|
||
// Hunter 2-1, this is Hunter 2-3, our humvee got shot up and we're cut off from you, over!
|
||
// Hunter 2-1, this is Hunter 2-3, Haggertys hurt bad and we're taking a lot of fire, where are you?
|
||
level.scr_radio[ "roadkill_ar2_shotup" ] = "roadkill_ar2_shotup";
|
||
|
||
// Solid copy Hunter 2-3! Hang tight! We're making our way back to you, over!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_hangtight" ] = "roadkill_fly_hangtight";
|
||
|
||
// Hunter 2-3 solid copy.
|
||
level.scr_radio[ "roadkill_ar2_solidcopy" ] = "roadkill_ar2_solidcopy";
|
||
|
||
|
||
// We're cut off!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_cutoff" ] = "roadkill_cpd_cutoff";
|
||
|
||
// Push through!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_pushthrough" ] = "roadkill_fly_pushthrough";
|
||
|
||
// Heads up!
|
||
// RPG!!! Top floor!!! Dead ahead!!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_headsup" ] = "roadkill_fly_rpgtopfloor";
|
||
|
||
// We need to get off the street!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_getoffstreet" ] = "roadkill_fly_getoffstreet";
|
||
|
||
|
||
|
||
// Follow me let's go!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_followme" ] = "roadkill_fly_followme";
|
||
|
||
|
||
// Is everybody all right?
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_everybodyok" ] = "roadkill_fly_everybodyok";
|
||
// Huah.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_huah" ] = "roadkill_cpd_huah";
|
||
// Huah.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_huah" ] = "roadkill_ar1_huah";
|
||
// Huah.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_huah2" ] = "roadkill_ar2_huah2";
|
||
// They're movin' around upstairs! moving around upstairs
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_movinaroundup" ] = "roadkill_cpd_movinaroundup";
|
||
|
||
|
||
// Get the hell away from those windows and secure the top floor! Move! Move!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_securetopfloor" ] = "roadkill_fly_securetopfloor";
|
||
|
||
|
||
// Hunter 2-1 to Hunter 2-3, I have eyes on the school, over!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_eyesonschool" ] = "roadkill_fly_eyesonschool";
|
||
// 2-1, we are combat ineffective here! We are taking heavy fire from the school, can you assist, over?!
|
||
level.scr_radio[ "roadkill_ar3_ineffective" ] = "roadkill_ar3_ineffective";
|
||
// Keep it together 2-3! We're on the way! 2-1 out!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_keepittogether" ] = "roadkill_fly_keepittogether";
|
||
|
||
|
||
|
||
|
||
// Hunter 2-3, Hunter 2-1, we're in the school. Heavy resistance.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_intheschool" ] = "roadkill_fly_intheschool";
|
||
|
||
// Copy that Hunter 2-1.
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_copythat21" ] = "roadkill_shp_copythat21";
|
||
|
||
// I'm cutting through history class.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_historyclass" ] = "roadkill_cpd_historyclass";
|
||
|
||
// Roger that.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_rogerthat" ] = "roadkill_fly_rogerthat";
|
||
|
||
// I think I saw one run into that classroom.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_sawone" ] = "roadkill_fly_sawone";
|
||
|
||
// I gotta admit I was expecting a little more resistan-
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_moreresistance" ] = "roadkill_fly_moreresistance";
|
||
|
||
// Taaargeets, front of the school!! Take 'em out!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_frontofschool" ] = "roadkill_cpd_frontofschool";
|
||
|
||
|
||
|
||
// Watch it! Some of 'em just went in that classroom on the right!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_classonright" ] = "roadkill_cpd_classonright";
|
||
|
||
|
||
|
||
// Hunter 2-1 this is Hunter 2-3, thanks for the assist! We're leaving on Hunter Three's humvee, over!
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_thanksforassist" ] = "roadkill_shp_thanksforassist";
|
||
// Roger that 2-3.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_allthewaysir" ] = "roadkill_fly_allthewaysir";
|
||
// We'll see you on the flipside Hunter 2-1, 2-3 out.
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_alltheway" ] = "roadkill_shp_alltheway";
|
||
|
||
|
||
|
||
// Keep moving! General Shepherd's on board Hunter 2-3! We need to take the pressure off those humvees!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_pressureoff" ] = "roadkill_fly_pressureoff";
|
||
|
||
// Hunter 2-1 this is Shepherd, thanks for the assist! This town's almost ours - let's finish the job, huah?
|
||
level.scr_radio[ "roadkill_shp_thanksforassist" ] = "roadkill_shp_thanksforassist";
|
||
|
||
// Huah. Roger that 2-3. Rangers lead the way sir!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_allthewaysir" ] = "roadkill_fly_allthewaysir";
|
||
|
||
// All the way! We'll see you on the flipside Hunter 2-1, Shepherd out.
|
||
level.scr_radio[ "roadkill_shp_alltheway" ] = "roadkill_shp_alltheway";
|
||
|
||
// Hunter 2-1 Actual to Goliath.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_togoliath" ] = "roadkill_fly_togoliath";
|
||
|
||
// Hunter 2-1 Actual this is Goliath, send traffic.
|
||
level.scr_radio[ "roadkill_ar3_sendtraffic" ] = "roadkill_ar3_sendtraffic";
|
||
|
||
// Copy Goliath, the school is secure and hostiles are withdrawing from the area. We're just moppin' up now.
|
||
// Hunter 2-1 Actual to Goliath, the school is secure and hostiles are withdrawing from the area. We're just moppin' up now.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_schoolsecure" ] = "roadkill_fly_schoolsecure";
|
||
|
||
// Copy that Hunter 2-1 Actual, proceed with caution to the rally point. EPWs may still be in the area. Over.
|
||
level.scr_radio[ "roadkill_ar3_rallypoint" ] = "roadkill_ar3_rallypoint";
|
||
|
||
// Roger that Goliath, thanks for the tip. Hunter 2-1 Actual out.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_thanksfortip" ] = "roadkill_fly_thanksfortip";
|
||
|
||
// Squad, watch for enemy stragglers! Let's get to that rally point!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_watchstragglers" ] = "roadkill_fly_watchstragglers";
|
||
|
||
|
||
// Clear! That's the last of 'em!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_lastofem" ] = "roadkill_fly_lastofem";
|
||
|
||
// Transport the wounded directly to the shock trauma unit! Use my helicopter! I'll take the next one out!
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_shocktrauma" ] = "roadkill_shp_shocktrauma";
|
||
|
||
// Gentlemen, good work on taking the town!
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_goodwork" ] = "roadkill_shp_goodwork";
|
||
|
||
// Private Allen, you'll be taking orders from me from now on. I'll brief you on the chopper. Let's go.
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_specialop" ] = "roadkill_shp_specialop";
|
||
|
||
|
||
|
||
// Anybody got a spare MRE?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_sparemre" ] = "roadkill_ar1_sparemre";
|
||
|
||
// We're oscar mike!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_oscarmike2" ] = "roadkill_ar2_oscarmike2";
|
||
|
||
// Stow your gear and move out!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_stowyourgear" ] = "roadkill_ar3_stowyourgear";
|
||
|
||
// I want that Mark 19 up and running in five mikes!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_upandrunning" ] = "roadkill_ar4_upandrunning";
|
||
|
||
|
||
|
||
|
||
// Private Allen! Get on the line! Rangers lead the way!
|
||
level.scr_sound[ "generic" ][ "roadkill_shp_ontheline" ] = "roadkill_shp_ontheline";
|
||
|
||
|
||
|
||
|
||
|
||
// Which building is it sir?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_whichbuilding" ] = "roadkill_ar1_whichbuilding";
|
||
|
||
// The tall one at 1 o'clock.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_tallone" ] = "roadkill_ar2_tallone";
|
||
|
||
// Hey dawg, which building?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_heydawg" ] = "roadkill_ar3_heydawg";
|
||
|
||
// The one at 1 o'clock, the tall - hey Dave, which one is it? Is it the one of the left or the right?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_whichone" ] = "roadkill_ar4_whichone";
|
||
|
||
// The one on the left.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar5_oneonleft" ] = "roadkill_ar5_oneonleft";
|
||
|
||
// How long will it record for?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_howlong" ] = "roadkill_ar1_howlong";
|
||
|
||
// I dunno, till it runs out man.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_runsout" ] = "roadkill_ar2_runsout";
|
||
|
||
// 10 seconds!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_10seconds" ] = "roadkill_ar1_10seconds";
|
||
|
||
// 10 seconds!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_10seconds" ] = "roadkill_ar2_10seconds";
|
||
|
||
// 10 seconds!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_10seconds" ] = "roadkill_ar3_10seconds";
|
||
|
||
// What's goin' on.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_goinon" ] = "roadkill_ar4_goinon";
|
||
|
||
// Shepherd called in a major fire mission.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar5_majorfire" ] = "roadkill_ar5_majorfire";
|
||
|
||
// You gonna tape this one? You got enough memory left?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_memoryleft" ] = "roadkill_ar4_memoryleft";
|
||
|
||
// Huah, should be good.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar5_shouldbegood" ] = "roadkill_ar5_shouldbegood";
|
||
|
||
// Hey isn't this danger close for the task force?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_dangerclose" ] = "roadkill_ar3_dangerclose";
|
||
|
||
// Since when does Shepherd care about danger close?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_sincewhen" ] = "roadkill_cpd_sincewhen";
|
||
|
||
// BOOM!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_boom" ] = "roadkill_ar1_boom";
|
||
|
||
// --ck yeah!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_yeah" ] = "roadkill_ar2_yeah";
|
||
|
||
// Wooo!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_woo" ] = "roadkill_ar3_woo";
|
||
|
||
// Yeah!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_yeah" ] = "roadkill_ar4_yeah";
|
||
|
||
// That was hot man...
|
||
level.scr_sound[ "generic" ][ "roadkill_ar5_hotman" ] = "roadkill_ar5_hotman";
|
||
|
||
// You don't get this on the 4th of July!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_4thofjuly" ] = "roadkill_ar1_4thofjuly";
|
||
|
||
// (varitey pack of catcall, woos, yeahs, etc.)
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_catcalls" ] = "roadkill_ar1_catcalls";
|
||
|
||
// (varitey pack of catcall, woos, yeahs, etc.)
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_catcalls" ] = "roadkill_ar2_catcalls";
|
||
|
||
// (varitey pack of catcall, woos, yeahs, etc.)
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_catcalls" ] = "roadkill_ar3_catcalls";
|
||
|
||
// Battalion is oscar mike!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_battalionom" ] = "roadkill_ar1_battalionom";
|
||
|
||
// All right, we're oscar miiike!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_oscarmike" ] = "roadkill_cpd_oscarmike";
|
||
|
||
// We're on the move!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_onthemove" ] = "roadkill_ar3_onthemove";
|
||
|
||
// Roger that!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_rogerthat" ] = "roadkill_ar4_rogerthat";
|
||
|
||
// Hunter two breaking away.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_breakingaway" ] = "roadkill_fly_breakingaway";
|
||
//
|
||
// Copy Hunter Two.
|
||
level.scr_sound[ "generic" ][ "roadkill_hqr_copyhunter2" ] = "roadkill_hqr_copyhunter2";
|
||
|
||
// All Hunter Two victors, keep an eye out for civvies, we<77>re not cleared to engage unless they fire first.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_eyeoutforciv" ] = "roadkill_fly_eyeoutforciv";
|
||
|
||
// Scan the rooftops for hostiles. Stay frosty.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_scanrooftops" ] = "roadkill_fly_scanrooftops";
|
||
|
||
// You see anything?
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_seeanything" ] = "roadkill_cpd_seeanything";
|
||
|
||
// I got nothin'. This place is dead.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_placeisdead" ] = "roadkill_cpd_placeisdead";
|
||
|
||
// Huah.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_huah" ] = "roadkill_ar3_huah";
|
||
|
||
// Overlord, Hunter Two-One. We're passing tunnel Harvey, cross street Elizabeth.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_crossstreeteliz" ] = "roadkill_fly_crossstreeteliz";
|
||
|
||
// Roger that, Hunter Two-One, proceed with caution.
|
||
level.scr_sound[ "generic" ][ "roadkill_hqr_caution" ] = "roadkill_hqr_caution";
|
||
|
||
// Stay frosty guys, this is the Wild West.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_wildwest" ] = "roadkill_cpd_wildwest";
|
||
|
||
// Roger that.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_rogerthat" ] = "roadkill_ar3_rogerthat";
|
||
//
|
||
// Watch the alleys.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_watchalleys" ] = "roadkill_fly_watchalleys";
|
||
|
||
// Covering.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_covering" ] = "roadkill_ar3_covering";
|
||
|
||
// Three foot-mobiles, balcony 12 o'clock. Probable militia.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_probablemilitia" ] = "roadkill_ar1_probablemilitia";
|
||
|
||
// Are they armed?
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_aretheyarmed" ] = "roadkill_fly_aretheyarmed";
|
||
|
||
// Negative, they're just watching us.
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_watchingus" ] = "roadkill_ar1_watchingus";
|
||
|
||
// Bet they're scouting us.
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_scoutingus" ] = "roadkill_cpd_scoutingus";
|
||
|
||
// Doesn<73>t mean we can shoot 'em.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_doesntmean" ] = "roadkill_fly_doesntmean";
|
||
|
||
// Allen, what are you shooting at, there's nothing there! Cease fire!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_nothingthere" ] = "roadkill_fly_nothingthere";
|
||
|
||
// Allen! Cease fire! Cease fire!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_ceasefire" ] = "roadkill_fly_ceasefire";
|
||
|
||
/*
|
||
// Shot. Nine o'clock. Three hundred twenty six meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Twelve o'clock. One hundred fifteen meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Three o'clock. Three hundred fifty seven meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Six o'clock. Three hundred eighty one meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Seven o'clock. One hundred ten meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Six o'clock. Four hundred twenty three meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Eleven o'clock. One hundred eight meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Twelve o'clock. Eighty six meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Nine o'clock. Two hundred eighty five meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Six o'clock. Five hundred sixty meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Seven o'clock. Two hundred fifty two meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Nine o'clock. Three hundred eighty one meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Nine o'clock. Three hundred thirty two meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
|
||
// Shot. Three o'clock. Two hundred seventy seven meters
|
||
level.scr_sound[ "generic" ][ ". " ] = ". ";
|
||
*/
|
||
|
||
// Can you see 'em? Can you see 'em?
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_seeem" ] = "roadkill_ar2_seeem";
|
||
|
||
// I don't see jack!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_dontseejack" ] = "roadkill_cpd_dontseejack";
|
||
|
||
// All Hunter victors, this is Sergeant Foley. Prepare to engage, we're taking sniper fire from multiple directions.
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_prepeng" ] = "roadkill_fly_prepeng";
|
||
|
||
// Prepare to engage!! We're goin' in!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_goinin" ] = "roadkill_cpd_goinin";
|
||
|
||
// This is it!!! Spin 'em up!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_spinemup" ] = "roadkill_ar1_spinemup";
|
||
|
||
// Watch twelve and six!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar3_12and6" ] = "roadkill_ar3_12and6";
|
||
|
||
// We got a ton of contacts front and back!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar4_tonacontacts" ] = "roadkill_ar4_tonacontacts";
|
||
|
||
// Watch for movement!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_watchmvmnt" ] = "roadkill_cpd_watchmvmnt";
|
||
|
||
// Taking fire, multiple contacts at long range!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar5_longrange" ] = "roadkill_ar5_longrange";
|
||
|
||
// Goin' forward!!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar2_goinforward" ] = "roadkill_ar2_goinforward";
|
||
|
||
// There they are!!!! Right there!
|
||
level.scr_sound[ "generic" ][ "roadkill_ar1_rightthere" ] = "roadkill_ar1_rightthere";
|
||
|
||
// Shut that thing off!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_shutitoff" ] = "roadkill_cpd_shutitoff";
|
||
|
||
// There they are, light 'em up!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_lightemup" ] = "roadkill_cpd_lightemup";
|
||
|
||
// There's too many of 'em! Back up back up!!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_backup" ] = "roadkill_cpd_backup";
|
||
|
||
// Get us outta here! Drive!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_outtahere" ] = "roadkill_cpd_outtahere";
|
||
|
||
|
||
|
||
// Shot. Nine o'clock. Three hundred twenty six meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_9_326" ] = "roadkill_bmr_9_326";
|
||
|
||
// Shot. Twelve o'clock. One hundred fifteen meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_12_115" ] = "roadkill_bmr_12_115";
|
||
|
||
// Shot. Three o'clock. Three hundred fifty seven meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_3_357" ] = "roadkill_bmr_3_357";
|
||
|
||
// Shot. Six o'clock. Three hundred eighty one meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_6_381" ] = "roadkill_bmr_6_381";
|
||
|
||
// Shot. Seven o'clock. One hundred ten meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_7_110" ] = "roadkill_bmr_7_110";
|
||
|
||
// Shot. Six o'clock. Four hundred twenty three meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_11_108" ] = "roadkill_bmr_11_108";
|
||
|
||
// Shot. Eleven o'clock. One hundred eight meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_6_423" ] = "roadkill_bmr_6_423";
|
||
|
||
// Shot. Twelve o'clock. Eighty six meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_12_86" ] = "roadkill_bmr_12_86";
|
||
|
||
// Shot. Nine o'clock. Two hundred eighty five meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_9_285" ] = "roadkill_bmr_9_285";
|
||
|
||
// Shot. Six o'clock. Five hundred sixty meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_6_560" ] = "roadkill_bmr_6_560";
|
||
|
||
// Shot. Seven o'clock. Two hundred fifty two meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_7_252" ] = "roadkill_bmr_7_252";
|
||
|
||
// Shot. Nine o'clock. Three hundred eighty one meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_9_381" ] = "roadkill_bmr_9_381";
|
||
|
||
// Shot. Nine o'clock. Three hundred thirty two meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_9_332" ] = "roadkill_bmr_9_332";
|
||
|
||
// Shot. Three o'clock. Two hundred seventy seven meters.
|
||
level.scr_sound[ "generic" ][ "roadkill_bmr_3_277" ] = "roadkill_bmr_3_277";
|
||
|
||
|
||
// Clear!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_clear" ] = "roadkill_cpd_clear";
|
||
// Two comin' out!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_2cominout" ] = "roadkill_cpd_2cominout";
|
||
// Three comin' out!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_3cominout" ] = "roadkill_cpd_3cominout";
|
||
|
||
|
||
// Up on the bridge, far side!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_farside" ] = "roadkill_cpd_farside";
|
||
// They're going for the bridge-layer!!
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_bridgelayer" ] = "roadkill_cpd_bridgelayer";
|
||
|
||
|
||
|
||
// Look! Look! The building's goin' down! (ad lib)
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_looklook" ] = "roadkill_cpd_looklook";
|
||
// Yeahhhh..haha...it's down man...damnnn (ad lib)
|
||
level.scr_sound[ "generic" ][ "roadkill_cpd_hahaitsdown" ] = "roadkill_cpd_hahaitsdown";
|
||
|
||
|
||
// Here they come!
|
||
level.scr_sound[ "generic" ][ "roadkill_AB2_heretheycome" ] = "roadkill_AB2_heretheycome";
|
||
// Use your RPGs! Target the humvees!
|
||
level.scr_sound[ "generic" ][ "roadkill_AB2_rpgshumvees" ] = "roadkill_AB2_rpgshumvees";
|
||
// Hassan! Move across the street for a better vantage point!
|
||
level.scr_sound[ "generic" ][ "roadkill_AB2_hassanmove" ] = "roadkill_AB2_hassanmove";
|
||
// Die you American dogs!
|
||
level.scr_sound[ "generic" ][ "roadkill_AB2_diedogs" ] = "roadkill_AB2_diedogs";
|
||
// Move move move!!
|
||
level.scr_sound[ "generic" ][ "roadkill_AB2_movex3" ] = "roadkill_AB2_movex3";
|
||
|
||
// Get a flashbang in there!
|
||
level.scr_sound[ "generic" ][ "roadkill_fly_getflashbang" ] = "roadkill_fly_getflashbang";
|
||
|
||
|
||
|
||
/*
|
||
|
||
|
||
|
||
|
||
|
||
|
||
hold your dispersion
|
||
hitman 2 says alpha cleared this town under heavy fire
|
||
no causies were reported
|
||
bro why'd they shoot at us
|
||
contact right
|
||
here we go boys
|
||
yeah, happy birthday
|
||
try not to get shot in the face
|
||
|
||
2nd floor balcony, shoot that mfucker
|
||
I'm losing her
|
||
don't leave me
|
||
shoot that fucking gunner
|
||
hit that building
|
||
|
||
increase the rate of fire
|
||
get some get some
|
||
gogogogogo
|
||
|
||
slow down
|
||
fuck mark nineteen's down
|
||
I got one, saw his knee explode
|
||
|
||
|
||
|
||
contact 12 o clock!
|
||
|
||
//Here we go boys!
|
||
Floor it, we're sitting ducks out here!
|
||
|
||
Slow down, we're getting strung out!
|
||
|
||
Hitman 2, this is Hitman-3 interrogative, our humvee got shot up and we're cut off from you, over.
|
||
|
||
Solid copy hitman-3, hang tight, we'll make our way back to you, over.
|
||
|
||
Hitman 2 solid copy.
|
||
|
||
Assassin Actual to hitman 2, what's going on out there?
|
||
|
||
Hitman 2 to Assassin Actual, we took fire got separated from hitman 3. We're working our way back around, over.
|
||
|
||
Assassin 2 solid copy.
|
||
|
||
We're cut off! (Enemy technical rams into the convoy)
|
||
Push through!
|
||
|
||
|
||
|
||
Hitman 3, this is hitman 2, give me a sitrep over.
|
||
|
||
Hitman 3 copies, we're taking cover behind our disabled vehicles, over.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Hitman 2 to Assassin Actual, over.
|
||
This is Assassin Actual, send traffic over.
|
||
Interrogative, we're taking small arms fire from multiple targets over.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
After first jav kill:
|
||
Good work Brodsky. Keep it up, there are two more armored vehicles moving in.
|
||
|
||
After second jav kill:
|
||
Nice one Brodsky.
|
||
|
||
Last jav kill:
|
||
That's the last of the armored vehicles sir.
|
||
|
||
|
||
|
||
They called in a 1000 pounder!
|
||
|
||
|
||
|
||
|
||
*/
|
||
} |