849 lines
38 KiB
Plaintext
849 lines
38 KiB
Plaintext
#include animscripts\utility;
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#include maps\_anim;
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#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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main_anim()
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{
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af_chase_anims_and_vo();
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player_animations();
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script_model_animations();
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script_vehicle_animations();
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player_body();
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}
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player_body()
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{
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level.scr_animtree[ "player_body" ] = #animtree;
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level.scr_model[ "player_body" ] = "body_desert_tf141_assault_a";
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level.scr_anim[ "player_body" ][ "price_wakeup" ] = %afchase_ending_player_body;
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}
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af_chase_anims_and_vo()
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{
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level.ai_root_anim = %root;
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level.scr_anim[ "crawl_death_1" ][ "crawl" ] = %dying_crawl;
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level.scr_anim[ "crawl_death_1" ][ "death" ][0] = %dying_crawl_death_v3;
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level.scr_anim[ "crawl_death_1" ][ "blood_fx_rate" ] = .5;
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// level.scr_anim[ "crawl_death_1" ][ "blood_fx" ] = "blood_drip";
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level.scr_sound[ "generic" ][ "afchase_pri_zodiacnine" ] = "afchase_pri_zodiacnine";
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level.scr_sound[ "generic" ][ "afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
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level.scr_sound[ "generic" ][ "afchase_pri_gogogo" ] = "afchase_pri_gogogo";
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level.scr_sound[ "generic" ][ "afchase_pri_cantlet" ] = "afchase_pri_cantlet";
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level.scr_sound[ "generic" ][ "afchase_pri_losinghim" ] = "afchase_pri_losinghim";
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level.scr_sound[ "generic" ][ "afchase_pri_aroundcorner" ] = "afchase_pri_aroundcorner";
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level.scr_sound[ "generic" ][ "afchase_pri_getonboat" ] = "afchase_pri_getonboat";
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level.scr_sound[ "generic" ][ "afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
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level.scr_sound[ "generic" ][ "afchase_pri_anotherchance" ] = "afchase_pri_anotherchance";
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level.scr_sound[ "generic" ][ "afchase_pri_wrongway" ] = "afchase_pri_wrongway";
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level.scr_sound[ "generic" ][ "afchase_pri_turntoobjective" ] = "afchase_pri_turntoobjective";
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level.scr_sound[ "generic" ][ "afchase_pri_wheregoing" ] = "afchase_pri_wheregoing";
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level.scr_sound[ "generic" ][ "afchase_pri_enemysix" ] = "afchase_pri_enemysix";
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level.scr_sound[ "generic" ][ "afchase_pri_zodiacsix" ] = "afchase_pri_zodiacsix";
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level.scr_sound[ "generic" ][ "afchase_pri_evasive" ] = "afchase_pri_evasive";
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level.scr_sound[ "generic" ][ "afchase_pri_enginesdead" ] = "afchase_pri_enginesdead";
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level.scr_sound[ "generic" ][ "afchase_pri_behindrocks" ] = "afchase_pri_behindrocks";
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level.scr_sound[ "generic" ][ "afchase_pri_miniguns" ] = "afchase_pri_miniguns";
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level.scr_sound[ "generic" ][ "afchase_pri_shakeemoff" ] = "afchase_pri_shakeemoff";
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level.scr_sound[ "generic" ][ "afchase_pri_threadtheneedle" ] = "afchase_pri_threadtheneedle";
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level.scr_sound[ "generic" ][ "afchase_pri_enemyboats" ] = "afchase_pri_enemyboats";
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level.scr_sound[ "generic" ][ "afchase_pri_openareas" ] = "afchase_pri_openareas";
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level.scr_sound[ "generic" ][ "afchase_pri_dodgedodge" ] = "afchase_pri_dodgedodge";
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level.scr_sound[ "generic" ][ "afchase_pri_leftleft" ] = "afchase_pri_leftleft";
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level.scr_sound[ "generic" ][ "afchase_pri_rightright" ] = "afchase_pri_rightright";
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level.scr_sound[ "generic" ][ "afchase_pri_left" ] = "afchase_pri_left";
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level.scr_sound[ "generic" ][ "afchase_pri_right" ] = "afchase_pri_right";
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level.scr_sound[ "generic" ][ "afchase_pri_rpgsonbridge" ] = "afchase_pri_rpgsonbridge";
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level.scr_sound[ "generic" ][ "afchase_pri_otherside" ] = "afchase_pri_otherside";
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level.scr_sound[ "generic" ][ "afchase_pri_technical" ] = "afchase_pri_technical";
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level.scr_sound[ "generic" ][ "dialog_helicopter_six2" ] = "dialog_helicopter_six2";
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level.scr_sound[ "generic" ][ "afchase_pri_dodgeheli" ] = "afchase_pri_dodgeheli";
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level.scr_sound[ "generic" ][ "afchase_pri_gunsspinup" ] = "afchase_pri_gunsspinup";
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level.scr_sound[ "generic" ][ "afchase_pri_steerclear" ] = "afchase_pri_steerclear";
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level.scr_sound[ "generic" ][ "afchase_pri_rapidsahead" ] = "afchase_pri_rapidsahead";
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level.scr_sound[ "generic" ][ "afchase_pri_fullpower" ] = "afchase_pri_fullpower";
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level.scr_sound[ "generic" ][ "afchase_pri_thrucave" ] = "afchase_pri_thrucave";
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level.scr_anim[ "generic" ][ "rapids_in" ] = %zodiac_rightside_rapids_trans_in;
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level.scr_anim[ "generic" ][ "rapids_loop" ][ 0 ] = %zodiac_rightside_rapids_loopB;
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level.scr_sound[ "generic" ][ "rapids_in" ] = "afchase_pri_rapidsahead";
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level.scr_anim[ "generic" ][ "left_afchase_pri_gettingaway" ] = %zodiac_rightside_wave_short;
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level.scr_anim[ "generic" ][ "left_afchase_pri_gogogo" ] = %zodiac_rightside_wave_short;
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level.scr_anim[ "generic" ][ "left_afchase_pri_cantlet" ] = %zodiac_rightside_wave;
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level.scr_anim[ "generic" ][ "left_afchase_pri_losinghim" ] = %zodiac_rightside_wave;
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level.scr_anim[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat_R;
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level.scr_anim[ "generic" ][ "left_afchase_pri_fullpower" ] = %zodiac_rightside_wave;
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level.scr_anim[ "generic" ][ "right_afchase_pri_gettingaway" ] = %zodiac_leftside_wave;
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level.scr_anim[ "generic" ][ "right_afchase_pri_gogogo" ] = %zodiac_leftside_wave;
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level.scr_anim[ "generic" ][ "right_afchase_pri_cantlet" ] = %zodiac_leftside_wave;
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level.scr_anim[ "generic" ][ "right_afchase_pri_losinghim" ] = %zodiac_leftside_wave;
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level.scr_anim[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat_L;
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level.scr_anim[ "generic" ][ "right_afchase_pri_fullpower" ] = %zodiac_leftside_wave;
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level.scr_sound[ "generic" ][ "right_afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
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level.scr_sound[ "generic" ][ "right_afchase_pri_gogogo" ] = "afchase_pri_gogogo";
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level.scr_sound[ "generic" ][ "right_afchase_pri_cantlet" ] = "afchase_pri_cantlet";
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// level.scr_face[ "generic" ][ "right_afchase_pri_cantlet" ] = %afchase_pri_cantlet;
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level.scr_sound[ "generic" ][ "right_afchase_pri_losinghim" ] = "afchase_pri_losinghim";
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level.scr_sound[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
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// level.scr_face[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat;
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level.scr_sound[ "generic" ][ "right_afchase_pri_fullpower" ] = "afchase_pri_fullpower";
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level.scr_sound[ "generic" ][ "left_afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
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level.scr_sound[ "generic" ][ "left_afchase_pri_gogogo" ] = "afchase_pri_gogogo";
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level.scr_sound[ "generic" ][ "left_afchase_pri_cantlet" ] = "afchase_pri_cantlet";
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// level.scr_face[ "generic" ][ "left_afchase_pri_cantlet" ] = %afchase_pri_cantlet;
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level.scr_sound[ "generic" ][ "left_afchase_pri_losinghim" ] = "afchase_pri_losinghim";
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level.scr_sound[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
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// level.scr_face[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat;
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level.scr_sound[ "generic" ][ "left_afchase_pri_fullpower" ] = "afchase_pri_fullpower";
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level.scr_anim[ "generic" ][ "price_into_boat" ] = %zodiac_jumpin;
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level.scr_anim[ "generic" ][ "standby" ] = %walk_CQB_F;
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_12" ] = "TF_pri_callout_targetclock_12";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_1" ] = "TF_pri_callout_targetclock_1";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_2" ] = "TF_pri_callout_targetclock_2";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_3" ] = "TF_pri_callout_targetclock_3";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_4" ] = "TF_pri_callout_targetclock_4";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_5" ] = "TF_pri_callout_targetclock_5";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_6" ] = "TF_pri_callout_targetclock_6";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_7" ] = "TF_pri_callout_targetclock_7";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_8" ] = "TF_pri_callout_targetclock_8";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_9" ] = "TF_pri_callout_targetclock_9";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_10" ] = "TF_pri_callout_targetclock_10";
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level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_11" ] = "TF_pri_callout_targetclock_11";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_12" ] = "TF_pri_callout_yourclock_12";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_1" ] = "TF_pri_callout_yourclock_1";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_2" ] = "TF_pri_callout_yourclock_2";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_3" ] = "TF_pri_callout_yourclock_3";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_4" ] = "TF_pri_callout_yourclock_4";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_5" ] = "TF_pri_callout_yourclock_5";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_6" ] = "TF_pri_callout_yourclock_6";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_7" ] = "TF_pri_callout_yourclock_7";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_8" ] = "TF_pri_callout_yourclock_8";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_9" ] = "TF_pri_callout_yourclock_9";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_10" ] = "TF_pri_callout_yourclock_10";
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level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_11" ] = "TF_pri_callout_yourclock_11";
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level.scr_anim[ "shepherd" ][ "turn_buckle_idle" ][ 0 ] = %afchase_ending_shepherd_turnbuckle_idle;
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level.scr_anim[ "shepherd" ][ "turn_buckle_idleb" ][ 0 ] = %afchase_ending_shepherd_turnbuckle_idleB;
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level.scr_anim[ "shepherd" ][ "turn_buckle" ] = %afchase_ending_shepherd_turnbuckle;
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level.scr_anim[ "shepherd" ][ "turn_buckle_alt" ] = %afchase_ending_shepherd_turnbuckle_alt;
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// addNotetrack_attach( "shepherd", "attach_knife", "weapon_parabolic_knife", "TAG_INHAND", "turn_buckle" );
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// addNotetrack_customFunction( "shepherd", "detach_knife" , ::knife_in_player , "turn_buckle");
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level.scr_anim[ "shepherd" ][ "gun_monologue" ] = %afchase_ending_shepherd_gun_monologue;
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//addNotetrack_customFunction( "shepherd", "bullets" , ::bullets_notify , "gun_monologue");
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// what are you waiting for mactavish
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level.scr_sound[ "shepherd" ][ "afchase_shp_waitingfor" ] = "afchase_shp_waitingfor";
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level.scr_sound[ "shepherd" ][ "afchase_shp_digtwograves" ] = "afchase_shp_digtwograves";
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level.scr_sound[ "shepherd" ][ "afchase_shp_goahead" ] = "afchase_shp_goahead";
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level.scr_sound[ "shepherd" ][ "afchase_shp_couldntdoit" ] = "afchase_shp_couldntdoit";
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level.scr_sound[ "shepherd" ][ "afchase_shp_goodwarrior" ] = "afchase_shp_goodwarrior";
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level.scr_sound[ "shepherd" ][ "afchase_shp_extrastep" ] = "afchase_shp_extrastep";
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level.scr_sound[ "shepherd" ][ "afchase_shp_necessary" ] = "afchase_shp_necessary";
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level.scr_anim[ "shepherd" ][ "gun_drop" ] = %afchase_ending_shepherd_gun_drop;// 4.233
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addNotetrack_customFunction( "shepherd", "fire", ::gun_fire, "gun_drop" );
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level.scr_anim[ "shepherd" ][ "gun_kick" ] = %afchase_ending_shepherd_gun_kick;
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level.scr_anim[ "shepherd" ][ "knife_moment" ] = %afchase_ending_shepherd_knife_moment;
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level.scr_anim[ "shepherd" ][ "price_wakeup" ] = %afchase_shepherd_wakeup;
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level.scr_anim[ "shepherd" ][ "fight" ] = %afchase_fightC_Shepherd;
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level.scr_anim[ "shepherd" ][ "fight_B" ] = %afchase_fightB_price;
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level.scr_anim[ "shepherd" ][ "fight_B2" ] = %afchase_fightB_price_short;
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level.scr_anim[ "shepherd" ][ "fight_C" ] = %afchase_fightC_price;
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level.scr_anim[ "shepherd" ][ "fight_C2" ] = %afchase_fightC_shepherd; //_short;
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level.scr_anim[ "shepherd" ][ "fight_D2" ] = %afchase_fightD2_Shepherd;
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level.scr_anim[ "shepherd" ][ "fight_D3" ] = %afchase_fightD3_Shepherd;
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level.scr_anim[ "shepherd" ][ "fight_D3_swapped" ] = %afchase_fightD3_price;
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level.scr_anim[ "shepherd" ][ "fight_E" ] = %afchase_fightE_Shepherd;
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level.scr_anim[ "shepherd" ][ "prone_stand" ] = %hunted_pronehide_2_stand_v3;
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// afchase_fightC_Shepherd_short
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// afchase_fightC_Price_short
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// afchase_fightB_Shepherd_short
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// afchase_fightB_Price_short
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level.scr_anim[ "price" ][ "fight_E_loop" ][ 0 ] = %afchase_fightE_Price_punchloop;
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level.scr_anim[ "shepherd" ][ "fight_E_loop" ][ 0 ] = %afchase_fightE_Shepherd_punchloop;
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add_fighte_animsounds();
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level.scr_anim[ "shepherd" ][ "wakeup" ] = %afchase_shepherd_wakeup;
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level.scr_anim[ "price" ][ "gun_drop" ] = %afchase_ending_price_gun_drop;// 4.233
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level.scr_anim[ "price" ][ "gun_kick_price" ] = %afchase_ending_price_gun_kick;
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level.scr_anim[ "price" ][ "knife_moment" ] = %afchase_ending_price_knife_moment;
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level.scr_anim[ "price" ][ "price_wakeup" ] = %afchase_price_wakeup;
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level.scr_sound[ "price" ][ "price_wakeup" ] = "scn_afchase_wakeup_price_foley";
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addNotetrack_sound( "price", "dialog1", "price_wakeup", "afchase_pri_soap1" );
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addNotetrack_sound( "price", "dialog2", "price_wakeup", "afchase_pri_soap2" );
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level.scr_anim[ "price" ][ "fight" ] = %afchase_fightC_Price;
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level.scr_anim[ "price" ][ "fight_B" ] = %afchase_fightB_shepherd;
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level.scr_anim[ "price" ][ "fight_B2" ] = %afchase_fightB_shepherd_short;
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level.scr_anim[ "price" ][ "fight_C" ] = %afchase_fightC_shepherd;
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level.scr_anim[ "price" ][ "fight_C2" ] = %afchase_fightC_Price; //_short;
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level.scr_anim[ "price" ][ "fight_D2" ] = %afchase_fightD2_Price;
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level.scr_anim[ "price" ][ "fight_D3" ] = %afchase_fightD3_Price;
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level.scr_anim[ "price" ][ "fight_D3_swapped" ] = %afchase_fightD3_shepherd;
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level.scr_anim[ "price" ][ "fight_E" ] = %afchase_fightE_Price;
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level.scr_anim[ "generic" ][ "zodiac_rapids_sniper" ] = %zodiac_rapids_sniper;
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level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_aimidle" ][ 0 ] = %zodiac_rapids_sniper_aimidle;
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level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_fire" ] = %zodiac_rapids_sniper_fire;
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level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_waterfall" ] = %zodiac_rapids_sniper_waterfall;
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addNotetrack_sound( "generic", "dialog_afchase_pri_backup", "zodiac_rapids_sniper_waterfall", "afchase_pri_backup" );
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level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_rapididle" ][ 0 ] = %zodiac_rapids_sniper_rapididle;
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level.scr_anim[ "price" ][ "walk_off" ] = %afchase_price_walkoff;
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level.scr_sound[ "price" ][ "walk_off" ] = "scn_afchase_walkoff_foley_stereo";
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addNotetrack_sound( "price", "dialog1", "walk_off", "afchase_pri_holdfornow" );
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addNotetrack_sound( "price", "dialog2", "walk_off", "afchase_pri_toldyou" );
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addNotetrack_sound( "price", "dialog3", "walk_off", "afchase_pri_soapouttahere" );
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level.scr_sound[ "price" ][ "afchase_pri_holdfornow" ] = "afchase_pri_holdfornow";
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level.scr_sound[ "price" ][ "afchase_pri_toldyou" ] = "afchase_pri_toldyou";
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level.scr_sound[ "price" ][ "afchase_pri_soapouttahere" ] = "afchase_pri_soapouttahere";
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level.scr_sound[ "nikolai" ][ "afchase_nkl_lookingforus" ] = "afchase_nkl_lookingforus";
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level.scr_sound[ "nikolai" ][ "afchase_nkl_knowaplace" ] = "afchase_nkl_knowaplace";
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level.scr_anim[ "nikolai" ][ "walk_off" ] = %afchase_nikolai_walkoff;
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addNotetrack_dialogue( "nikolai", "dialog", "walk_off", "afchase_nkl_lookingforus" );
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addNotetrack_dialogue( "nikolai", "dialog", "walk_off", "afchase_nkl_knowaplace" );
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level.scr_anim[ "generic" ][ "civilian_crawl_1" ] = %civilian_crawl_1;
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level.scr_anim[ "generic" ][ "civilian_crawl_2" ] = %civilian_crawl_2;
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level.scr_anim[ "generic" ][ "dying_crawl" ] = %dying_crawl;
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level.scr_anim[ "impaled" ][ "idle" ][ 0 ] = %afchase_impaled_guy_idle;
|
||
level.scr_anim[ "impaled" ][ "react" ] = %afchase_impaled_guy_react;
|
||
level.scr_anim[ "impaled" ][ "react_death" ] = %afchase_impaled_guy_react_end;
|
||
level.scr_anim[ "impaled" ][ "react_loop" ][0] = %afchase_impaled_guy_react_idle;
|
||
|
||
// level.scr_anim[ "impaled" ][ "react" ] = %afchase_impaled_guy_reactB;
|
||
|
||
|
||
level.scr_anim[ "impaled" ][ "death" ] = %afchase_impaled_guy_knife_death;
|
||
|
||
level.scr_anim[ "impaled" ][ "aim_controller" ] = %afchase_impaled_additive;
|
||
level.scr_anim[ "impaled" ][ "aim_6" ] = %afchase_impaled_guy_aim6;
|
||
level.scr_anim[ "impaled" ][ "aim_4" ] = %afchase_impaled_guy_aim4;
|
||
|
||
level.scr_anim[ "shepherd" ][ "flee" ] = %afchase_shepherd_flee;
|
||
level.scr_anim[ "shepherd" ][ "run" ] = %afchase_shepherd_flee_loop;
|
||
|
||
level.scr_anim[ "shepherd" ][ "knifepull_throw_kill" ] = %afchase_Shepherd_dies;
|
||
level.scr_anim[ "price" ][ "knifepull_throw_kill" ] = %afchase_price_Shepherd_dies;
|
||
addNotetrack_sound( "shepherd" , "bodyfall large" , "knifepull_throw_kill" , "scn_afchase_shepherd_death_bodyfall" );
|
||
addNotetrack_customFunction( "shepherd", "slowmo_early", ::shepherd_slowmo );
|
||
addNotetrack_customFunction( "shepherd", "slowmo", ::shepherd_slowmo );
|
||
addNotetrack_customFunction( "shepherd", "settle", ::shepherd_slowmo_ends );
|
||
|
||
|
||
addNotetrack_customFunction( "impaled", "click", ::click );
|
||
addNotetrack_customFunction( "impaled", "stop_aim", ::stop_aim, "react_death" );
|
||
addNotetrack_customFunction( "impaled", "start_aim", ::start_aim, "react" );
|
||
addNotetrack_customFunction( "impaled", "pistol_pickup", ::delete_glock );
|
||
|
||
//footstep fx
|
||
addNotetrack_customFunction( "shepherd", "footstep_right_large", ::right_footstep_fx );
|
||
addNotetrack_customFunction( "shepherd", "footstep_left_large", ::left_footstep_fx );
|
||
addNotetrack_customFunction( "shepherd", "footstep_right_small", ::right_footstep_small_fx );
|
||
addNotetrack_customFunction( "shepherd", "footstep_left_small", ::left_footstep_small_fx );
|
||
|
||
addNotetrack_customFunction( "price", "footstep_right_large", ::right_footstep_fx );
|
||
addNotetrack_customFunction( "price", "footstep_left_large", ::left_footstep_fx );
|
||
addNotetrack_customFunction( "price", "footstep_right_small", ::right_footstep_small_fx );
|
||
addNotetrack_customFunction( "price", "footstep_left_small", ::left_footstep_small_fx );
|
||
|
||
addNotetrack_customFunction( "nikolai", "footstep_right_large", ::right_footstep_fx, "walk_off" );
|
||
addNotetrack_customFunction( "nikolai", "footstep_left_large", ::left_footstep_fx, "walk_off" );
|
||
addNotetrack_customFunction( "nikolai", "footstep_right_small", ::right_footstep_small_fx, "walk_off" );
|
||
addNotetrack_customFunction( "nikolai", "footstep_left_small", ::left_footstep_small_fx, "walk_off" );
|
||
|
||
//body fall fx
|
||
addNotetrack_customFunction( "shepherd", "bodyfall large", ::bodyfall_fx );
|
||
addNotetrack_customFunction( "shepherd", "bodyfall small", ::bodyfall_fx );
|
||
|
||
addNotetrack_customFunction( "price", "bodyfall large", ::bodyfall_fx );
|
||
addNotetrack_customFunction( "price", "bodyfall small", ::bodyfall_fx );
|
||
|
||
// level.scr_sound[ "generic" ][ "zodiac_rapids_sniper" ] = "afchase_pri_holdsteady";
|
||
|
||
|
||
level.scr_sound[ "generic" ][ "afchase_pri_steady1" ] = "afchase_pri_steady1";
|
||
level.scr_sound[ "generic" ][ "afchase_pri_steady2" ] = "afchase_pri_steady2";
|
||
|
||
// Five years ago, I lost 30,000 men in the blink of an eye<79><65>and the world just fuckin' watched.
|
||
level.scr_sound[ "shepherd" ][ "afchase_shp_fiveyearsago" ] = "afchase_shp_fiveyearsago";
|
||
// Tomorrow...there will be no shortage of volunteers...no shortage of patriots.
|
||
level.scr_sound[ "shepherd" ][ "afchase_shp_noshortage" ] = "afchase_shp_noshortage";
|
||
// I know you understand<6E>
|
||
level.scr_sound[ "shepherd" ][ "afchase_shp_iknow" ] = "afchase_shp_iknow";
|
||
|
||
|
||
// Avatar One, gimme a sitrep, over! self waittill( "trigger" );
|
||
level.scr_radio[ "afchase_shp_sitrep" ] = "afchase_shp_sitrep";
|
||
// I have Warhorse 5-1 standing by. Pave Low's downriver sir.
|
||
level.scr_radio[ "afchase_uav_downriver" ] = "afchase_uav_downriver";
|
||
// Copy that! Warhorse 5-1, be advised, we're comin' in hot!
|
||
level.scr_radio[ "afchase_shp_comininhot" ] = "afchase_shp_comininhot";
|
||
// Roger - dropping the hatch - keep it above 30 knots and watch the vertical clearance.
|
||
level.scr_radio[ "afchase_plp_above30knots" ] = "afchase_plp_above30knots";
|
||
|
||
// You know what they say about revenge<67>you better be ready to dig two graves<65>
|
||
level.scr_sound[ "generic" ][ "afchase_shp_digtwograves" ] = "afchase_shp_digtwograves";
|
||
// Go ahead and end it. It won't change anything.
|
||
level.scr_sound[ "generic" ][ "afchase_shp_goahead" ] = "afchase_shp_goahead";
|
||
// Hmph. I knew you couldn't do it<69>
|
||
level.scr_sound[ "generic" ][ "afchase_shp_couldntdoit" ] = "afchase_shp_couldntdoit";
|
||
// You're a good warrior<6F>
|
||
level.scr_sound[ "generic" ][ "afchase_shp_goodwarrior" ] = "afchase_shp_goodwarrior";
|
||
// <20>but you could never take that extra step<65>
|
||
level.scr_sound[ "generic" ][ "afchase_shp_extrastep" ] = "afchase_shp_extrastep";
|
||
// <20>to do what was absolutely necessary.
|
||
level.scr_sound[ "generic" ][ "afchase_shp_necessary" ] = "afchase_shp_necessary";
|
||
|
||
|
||
|
||
}
|
||
|
||
shepherd_death_fx( guy )
|
||
{
|
||
tag = "J_EyeBall_LE";
|
||
tag_origin = spawn_tag_origin();
|
||
tag_origin LinkTo( level.shepherd, tag, (0,0,0), (0,90,0) ); // pitch yaw roll
|
||
//tag_origin thread maps\_debug::drawtagforever( "tag_origin" );
|
||
|
||
PlayFXOnTag( getfx( "blood_sheperd_eye_geotrail" ), tag_origin, "tag_origin" );
|
||
|
||
spurts = 3;
|
||
|
||
for ( i=0; i<spurts; i++ )
|
||
{
|
||
PlayFXOnTag( getfx( "blood_sheperd_eye" ), tag_origin, "tag_origin" );
|
||
wait randomfloatrange( 0.1, 0.15 );
|
||
}
|
||
}
|
||
|
||
shepherd_slowmo( guy )
|
||
{
|
||
// level.fov_ent moveto( (65,0,0), blend_out_time, blend_out_time * 0.5, blend_out_time * 0.5 );
|
||
// println( 1 );
|
||
// wait( 0.2 );
|
||
// slowmo_start();
|
||
// slowmo_setspeed_slow( 0.15 );
|
||
// slowmo_setlerptime_in( 0 );
|
||
// slowmo_lerp_in();
|
||
}
|
||
|
||
|
||
shepherd_slowmo_ends( guy )
|
||
{
|
||
// wait( 0.85 );
|
||
slowmo_start();
|
||
slowmo_setspeed_slow( 0.33 );
|
||
slowmo_setlerptime_in( 0 );
|
||
slowmo_lerp_in();
|
||
|
||
wait 2;
|
||
|
||
slowmo_setlerptime_out( 1 );
|
||
slowmo_lerp_out();
|
||
slowmo_end();
|
||
}
|
||
|
||
blend_to_ending_dof_fov( blend_out_time )
|
||
{
|
||
if ( !isdefined( blend_out_time ) )
|
||
blend_out_time = 14;
|
||
|
||
maps\af_chase_knife_fight_code::blend_to_ending_dof( blend_out_time );
|
||
level.fov_ent moveto( (65,0,0), blend_out_time, blend_out_time * 0.5, blend_out_time * 0.5 );
|
||
}
|
||
|
||
|
||
delete_glock( guy )
|
||
{
|
||
if ( IsDefined( level.glock ) )
|
||
level.glock Delete();
|
||
|
||
origin = guy GetTagOrigin( "tag_weapon_right" );
|
||
angles = guy GetTagAngles( "tag_weapon_right" );
|
||
|
||
PrintLn( " // origin and angles for the gun on the ground" );
|
||
PrintLn( " gun_org = ( " + origin[ 0 ] + ", " + origin[ 1 ] + ", " + origin[ 2 ] + " );" );
|
||
PrintLn( " gun_ang = ( " + angles[ 0 ] + ", " + angles[ 1 ] + ", " + angles[ 2 ] + " );" );
|
||
PrintLn( " " );
|
||
}
|
||
|
||
start_aim( guy )
|
||
{
|
||
guy thread impaled_aims_at_player();
|
||
}
|
||
|
||
impaled_aims_at_player()
|
||
{
|
||
self endon( "death" );
|
||
self endon( "stop_aim" );
|
||
|
||
controller = self getanim( "aim_controller" );
|
||
left_anim = self getanim( "aim_6" );
|
||
right_anim = self getanim( "aim_4" );
|
||
range = 45;
|
||
|
||
self SetAnim( controller, 1, 0.2, 1 );
|
||
|
||
for ( ;; )
|
||
{
|
||
right = AnglesToRight( self.angles );
|
||
othervec = VectorNormalize( level.player.origin - self.origin );
|
||
|
||
forward = AnglesToForward( self.angles );
|
||
right = AnglesToRight( self.angles );
|
||
|
||
forward_dot = VectorDot( forward, othervec );
|
||
right_dot = VectorDot( right, othervec );
|
||
|
||
//println( " ");
|
||
//println( "forward dot " + forward_dot );
|
||
//println( "right dot " + right_dot );
|
||
|
||
degrees = ACos( forward_dot );
|
||
//println( "degrees " + degrees );
|
||
degrees = abs( degrees );
|
||
|
||
weight = 0;
|
||
if ( right_dot > 0 )
|
||
{
|
||
if ( degrees > range )
|
||
degrees = range;
|
||
|
||
weight = degrees / range;
|
||
self SetAnim( left_anim, weight, 0.2, 1 );
|
||
self SetAnim( right_anim, 1 - weight, 0.2, 1 );
|
||
}
|
||
else
|
||
{
|
||
degrees += 10;
|
||
if ( degrees > range )
|
||
degrees = range;
|
||
|
||
weight = degrees / range;
|
||
self SetAnim( right_anim, weight, 0.2, 1 );
|
||
self SetAnim( left_anim, 1 - 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 );
|
||
}
|
||
}
|
||
|
||
price_aims_at_end_heli()
|
||
{
|
||
self endon( "death" );
|
||
self endon( "stop_aim" );
|
||
|
||
controller = self getanim( "aim_controller" );
|
||
left_anim = self getanim( "aim_4" );
|
||
right_anim = self getanim( "aim_6" );
|
||
range = 45;
|
||
|
||
self SetAnim( controller, 1, 0.2, 1 );
|
||
|
||
for ( ;; )
|
||
{
|
||
right = AnglesToRight( self.angles );
|
||
othervec = VectorNormalize( level.player.origin - self.origin );
|
||
|
||
forward = AnglesToForward( self.angles );
|
||
right = AnglesToRight( self.angles );
|
||
|
||
forward_dot = VectorDot( forward, othervec );
|
||
right_dot = VectorDot( right, othervec );
|
||
|
||
//println( " ");
|
||
//println( "forward dot " + forward_dot );
|
||
//println( "right dot " + right_dot );
|
||
|
||
degrees = ACos( forward_dot );
|
||
//println( "degrees " + degrees );
|
||
degrees = abs( degrees );
|
||
|
||
weight = 0;
|
||
if ( right_dot > 0 )
|
||
{
|
||
if ( degrees > range )
|
||
degrees = range;
|
||
|
||
weight = degrees / range;
|
||
self SetAnim( left_anim, weight, 0.2, 1 );
|
||
self SetAnim( right_anim, 1 - weight, 0.2, 1 );
|
||
}
|
||
else
|
||
{
|
||
degrees += 10;
|
||
if ( degrees > range )
|
||
degrees = range;
|
||
|
||
weight = degrees / range;
|
||
self SetAnim( right_anim, weight, 0.2, 1 );
|
||
self SetAnim( left_anim, 1 - 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 );
|
||
}
|
||
}
|
||
|
||
|
||
stop_aim( guy )
|
||
{
|
||
guy notify( "stop_aim" );
|
||
}
|
||
|
||
click( guy )
|
||
{
|
||
guy.clicks++;
|
||
if ( guy.clicks >= 6 )
|
||
{
|
||
if ( randomint( 100 ) > 50 )
|
||
return;
|
||
}
|
||
|
||
org = guy GetTagOrigin( "tag_inhand" );
|
||
play_sound_in_space( "scn_afchase_dryfire_pistol_npc", org );
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_animations()
|
||
{
|
||
level.scr_animtree[ "player_rig" ] = #animtree;
|
||
level.scr_model[ "player_rig" ] = "viewhands_player_tf141";
|
||
level.scr_anim[ "player_rig" ][ "wakeup" ] = %player_afchase_ending_wakeup;
|
||
|
||
level.scr_anim[ "player_rig" ][ "prethrow" ] = %player_afchase_ending_knife_throw_soon;
|
||
|
||
|
||
level.scr_anim[ "player_rig" ][ "turn_buckle" ] = %player_afchase_ending_turnbuckle;
|
||
addNotetrack_detach( "player_rig", "vision_effect" , "weapon_commando_knife", "TAG_WEAPON_LEFT", "turn_buckle" );
|
||
addNotetrack_customFunction( "player_rig", "rumble", ::rumble_bash, "turn_buckle" );
|
||
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_slam, "turn_buckle" );
|
||
addNotetrack_customFunction( "player_rig", "fadeout", ::fade_out, "turn_buckle" );
|
||
|
||
level.scr_anim[ "player_rig" ][ "turn_buckle_alt" ] = %player_afchase_ending_turnbuckle_alt;
|
||
addNotetrack_detach( "player_rig", "vision_effect" , "weapon_commando_knife", "TAG_WEAPON_LEFT", "turn_buckle_alt" );
|
||
addNotetrack_customFunction( "player_rig", "rumble", ::rumble_bash, "turn_buckle_alt" );
|
||
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_slam, "turn_buckle_alt" );
|
||
addNotetrack_customFunction( "player_rig", "fadeout", ::fade_out, "turn_buckle_alt" );
|
||
|
||
|
||
level.scr_anim[ "player_rig" ][ "gun_drop_player" ] = %player_afchase_ending_gun_drop;
|
||
level.scr_anim[ "player_rig" ][ "gun_kick" ] = %player_afchase_ending_gun_kick;
|
||
addNotetrack_customFunction( "player_rig", "rumble", maps\af_chase_knife_fight_code::fade_out_gun_kick, "gun_kick" );
|
||
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_stomp, "gun_kick" );
|
||
// addNotetrack_customFunction( "player_rig", "fadeout" , maps\af_chase_knife_fight_code::fade_out_gun_kick, "gun_kick" );
|
||
|
||
level.scr_anim[ "player_rig" ][ "knife_moment" ] = %player_afchase_ending_knife_moment;
|
||
|
||
|
||
level.scr_anim[ "player_rig" ][ "gun_monologue" ] = %player_afchase_ending_monologue;
|
||
addNotetrack_customFunction( "player_rig", "dof", maps\af_chase_knife_fight_code::dof_to_gun, "gun_monologue" );
|
||
|
||
|
||
// addNotetrack_detach( "player_rig" , "switch_model", "weapon_parabolic_knife" , "TAG_INHAND" , anime );
|
||
level.scr_anim[ "player_rig" ][ "walk_off" ] = %player_afchase_walkoff;
|
||
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_00" ] = %player_afchase_ending_gun_crawl_00;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_01" ] = %player_afchase_ending_gun_crawl_01;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_02" ] = %player_afchase_ending_gun_crawl_02;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_03" ] = %player_afchase_ending_gun_crawl_03;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_04" ] = %player_afchase_ending_gun_crawl_04;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_05" ] = %player_afchase_ending_gun_crawl_05;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_06" ] = %player_afchase_ending_gun_crawl_06;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_00_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_00;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_01_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_01;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_02_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_02;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_03_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_03;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_04_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_04;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_05_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_05;
|
||
level.scr_anim[ "player_rig" ][ "gun_crawl_06_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_06;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_grab_01" ] = %player_afchase_ending_knife_grab_01;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_grab_02" ] = %player_afchase_ending_knife_grab_02;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_grab_03" ] = %player_afchase_ending_knife_grab_03;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_passout" ] = %player_afchase_ending_knife_passout;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_pull_01" ] = %player_afchase_ending_knife_pull_01;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_pull_02" ] = %player_afchase_ending_knife_pull_02;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_pull_03" ] = %player_afchase_ending_knife_pull_03;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_pullout_flip" ] = %player_afchase_ending_knife_pullout_2_flip;
|
||
|
||
addNotetrack_customFunction( "player_rig", "blood", ::player_pulls_knife_out, "knifepull_pullout_flip" );
|
||
addNotetrack_customFunction( "player_rig", "right_hand", ::right_hand_impact_fx );
|
||
addNotetrack_customFunction( "player_rig", "left_hand", ::left_hand_impact_fx );
|
||
|
||
|
||
level.scr_anim[ "player_rig" ][ "knifepull_pullout_flip_idle" ][ 0 ] = %player_afchase_ending_knife_pullout_2_flip_idle;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_throw" ] = %player_afchase_ending_knife_throw;
|
||
level.scr_anim[ "player_rig" ][ "knifepull_throw_kill" ] = %player_afchase_ending_knife_throw_kill;
|
||
level.scr_anim[ "player_rig" ][ "price_wakeup" ] = %player_afchase_ending_wakeup_end;
|
||
|
||
level.scr_anim[ "player_rig" ][ "pull_additive_root" ] = %player_pull_additive;
|
||
level.scr_anim[ "player_rig" ][ "pull_additive" ] = %player_afchase_ending_knife_pull_02_add;
|
||
}
|
||
|
||
player_pulls_knife_out( player )
|
||
{
|
||
player_pulls_knife_from_chest( 3 );
|
||
}
|
||
|
||
player_pulls_knife_from_chest( time )
|
||
{
|
||
level.player PlayRumbleOnEntity( "damage_heavy" );
|
||
level notify ( "stop_random_breathing_sounds" );
|
||
flag_set( "stop_heart" );
|
||
flag_clear( "player_heartbeat_sound" );
|
||
// level.player ShellShock( "af_chase_ending_pulling_knife_later", time );
|
||
set_vision_set( "aftermath_nodesat", time );
|
||
//set_vision_set( "af_chase_ending_final", time );
|
||
|
||
level.player ShellShock( "slowview", 5000 );
|
||
}
|
||
|
||
face_slam( guy )
|
||
{
|
||
level.player PlayRumbleOnEntity( "damage_light" );
|
||
// maps\af_chase_knife_fight_code::shellshock_very_long( "af_chase_turn_buckle_slam" );
|
||
overlay = maps\af_chase_knife_fight_code::get_white_overlay();
|
||
overlay.alpha = 1;
|
||
overlay FadeOverTime( 1.0 );
|
||
overlay.alpha = 0.0;
|
||
level.player stopshellshock();
|
||
SetBlur( 0 , 2 );
|
||
level.player set_vision_set( "af_chase_ending_noshock" );
|
||
level.player PlayRumbleOnEntity( "damage_heavy" );
|
||
}
|
||
|
||
face_stomp( guy )
|
||
{
|
||
level.player PlayRumbleOnEntity( "damage_heavy" );
|
||
level.player DoDamage( 50 / level.player.damageMultiplier, level.player.origin );
|
||
level.player thread play_sound_on_entity( "face_stomp" );
|
||
maps\af_chase_knife_fight_code::shellshock_very_long( "af_chase_turn_buckle_slam" );
|
||
level.player PlayRumbleOnEntity( "damage_heavy" );
|
||
wait 0.05;
|
||
level.player setnormalhealth( 1 );
|
||
}
|
||
|
||
|
||
#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" ][ "gun_drop" ] = %afchase_ending_revolver_gun_drop;
|
||
level.scr_anim[ "gun_model" ][ "gun_kick_gun" ] = %afchase_ending_revolver_gun_kick;
|
||
level.scr_anim[ "gun_model" ][ "gun_monologue" ] = %afchase_ending_revolver_gun_monologue;
|
||
//addNotetrack_customFunction( "gun_model", "bullets" , ::bullets_notify , "gun_monologue");
|
||
//addNotetrack_customFunction( "knife", "blood" , ::blood_from_player, "turnbuckle" );
|
||
addNotetrack_customFunction( "gun_model", "bullets", ::shelleject_fx, "gun_monologue" );
|
||
|
||
level.scr_model[ "knife" ] = "weapon_commando_knife";
|
||
level.scr_animtree[ "knife" ] = #animtree;
|
||
|
||
level.scr_anim[ "knife" ][ "turn_buckle" ] = %afchase_ending_knife_gun_turnbuckle;
|
||
// addNotetrack_customFunction( "knife", "blood", ::knife_in_player, "turn_buckle" );
|
||
// Prep work for the stab fx, knife model anim still needs to be hookedup
|
||
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle" );
|
||
|
||
level.scr_anim[ "knife" ][ "turn_buckle_alt" ] = %afchase_ending_knife_gun_turnbuckle_alt;
|
||
// addNotetrack_customFunction( "knife", "blood", ::knife_in_player, "turn_buckle_alt" );
|
||
// Prep work for the stab fx, knife model anim still needs to be hookedup
|
||
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle_alt" );
|
||
|
||
|
||
level.scr_anim[ "knife" ][ "gun_drop" ] = %afchase_ending_knife_gun_drop;
|
||
level.scr_anim[ "knife" ][ "gun_monologue" ] = %afchase_ending_knife_gun_monologue;
|
||
level.scr_anim[ "knife" ][ "knifepull_grab_01" ] = %afchase_ending_knife_grab_01;
|
||
level.scr_anim[ "knife" ][ "knifepull_grab_02" ] = %afchase_ending_knife_grab_02;
|
||
level.scr_anim[ "knife" ][ "knifepull_grab_03" ] = %afchase_ending_knife_grab_03;
|
||
level.scr_anim[ "knife" ][ "knifepull_passout" ] = %afchase_ending_knife_passout;
|
||
level.scr_anim[ "knife" ][ "knifepull_pull_01" ] = %afchase_ending_knife_pull_01;
|
||
level.scr_anim[ "knife" ][ "knifepull_pull_02" ] = %afchase_ending_knife_pull_02;
|
||
level.scr_anim[ "knife" ][ "knifepull_pull_03" ] = %afchase_ending_knife_pull_03;
|
||
level.scr_anim[ "knife" ][ "knifepull_pullout_flip" ] = %afchase_ending_knife_pullout_2_flip;
|
||
level.scr_anim[ "knife" ][ "knifepull_pullout_flip_idle" ][ 0 ] = %afchase_ending_knife_pullout_2_flip_idle;
|
||
level.scr_anim[ "knife" ][ "knifepull_throw" ] = %afchase_ending_knife_throw;
|
||
level.scr_anim[ "knife" ][ "knifepull_throw_kill" ] = %afchase_ending_knife_throw_kill;
|
||
|
||
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle" );
|
||
addNotetrack_customFunction( "knife", "knife_in_eye", ::shepherd_death_fx, "knifepull_throw_kill" );
|
||
addNotetrack_customFunction( "knife", "knife_out", ::playerstabbed_fx, "knifepull_pullout_flip" );
|
||
|
||
|
||
level.scr_anim[ "rotation" ][ "z_down" ] = %rotate_Z_L;
|
||
|
||
level.scr_anim[ "knife" ][ "prethrow" ] = %afchase_ending_knife_throw_soon;
|
||
|
||
}
|
||
|
||
rumble_bash( guy )
|
||
{
|
||
level.player PlayRumbleOnEntity( "damage_heavy" );
|
||
}
|
||
|
||
fade_out( guy )
|
||
{
|
||
flag_set( "turn_buckle_fadeout" );
|
||
}
|
||
|
||
|
||
#using_animtree( "vehicles" );
|
||
script_vehicle_animations()
|
||
{
|
||
|
||
level.scr_anim[ "littlebird" ][ "walk_off" ] = %afchase_chopper_landing;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_right" ] = %AFchase_waterfall_zodiac_R;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_left" ] = %AFchase_waterfall_zodiac_L;
|
||
|
||
level.scr_anim[ "zodiac_player" ][ "waterfall_over" ] = %AFchase_waterfall_zodiac_fall;
|
||
|
||
// level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add" ] = %zodiac_waterfall_add;
|
||
// level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall" ] = %zodiac_waterfall;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add_left" ] = %zodiac_waterfall_add_left;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_left" ] = %AFchase_waterfall_player_zodiac_add_L;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add_right" ] = %zodiac_waterfall_add_right;
|
||
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_right" ] = %AFchase_waterfall_player_zodiac_add_R;
|
||
|
||
//whole scene.
|
||
level.scr_anim[ "zodiac_player" ][ "sniper_waterfall" ] = %AFchase_waterfall_player_zodiac;
|
||
level.scr_anim[ "pavelow" ][ "sniper_waterfall" ] = %AFchase_waterfall_pavelow;
|
||
level.scr_anim[ "pavelow" ][ "sniper_waterfall_idle" ][0] = %AFchase_waterfall_pavelow_idle;
|
||
// addNotetrack_flag( "zodiac_player" , "steady_1" , "price_steady1" , "sniper_waterfall" );
|
||
// addNotetrack_flag( "zodiac_player" , "steady_2" , "price_steady2" , "sniper_waterfall" );
|
||
// addNotetrack_flag( "zodiac_player" , "steady_3" , "price_steady3" , "sniper_waterfall" );
|
||
|
||
addNotetrack_flag( "zodiac_player" , "shoot" , "price_steady_shoot" , "sniper_waterfall" );
|
||
|
||
}
|
||
|
||
|
||
bullets_notify( guy )
|
||
{
|
||
|
||
level notify( "bullets" );
|
||
}
|
||
|
||
playerstabbed_fx( knife )
|
||
{
|
||
maps\af_chase_knife_fight_code::swap_knife();
|
||
//IPrintLnBold( "Suirt Squirt" );
|
||
PlayFXOnTag( getfx( "player_stabbed" ), knife, "TAG_FX" );
|
||
}
|
||
|
||
shelleject_fx( gun )
|
||
{
|
||
//IPrintLnBold( "Bullets" );
|
||
PlayFXOnTag( getfx( "revolver_bullets" ), gun, "J_Cylinder_Spin" );
|
||
}
|
||
|
||
right_footstep_fx( guy )
|
||
{
|
||
//iprintlnbold( "right" );
|
||
PlayFXOnTag( getfx( "footstep_dust_sandstorm_runner" ), guy, "J_Ball_RI" );
|
||
}
|
||
|
||
left_footstep_fx( guy )
|
||
{
|
||
//iprintlnbold( "left" );
|
||
PlayFXOnTag( getfx( "footstep_dust_sandstorm_runner" ), guy, "J_Ball_LE" );
|
||
}
|
||
|
||
right_footstep_small_fx( guy )
|
||
{
|
||
//iprintlnbold( "right" );
|
||
PlayFXOnTag( getfx( "footstep_dust_sandstorm_small_runner" ), guy, "J_Ball_RI" );
|
||
}
|
||
|
||
left_footstep_small_fx( guy )
|
||
{
|
||
//iprintlnbold( "left" );
|
||
PlayFXOnTag( getfx( "footstep_dust_sandstorm_small_runner" ), guy, "J_Ball_LE" );
|
||
}
|
||
|
||
right_hand_impact_fx( guy )
|
||
{
|
||
//iprintlnbold( "right" );
|
||
PlayFXOnTag( getfx( "crawl_dust_sandstorm_runner" ), guy, "J_Mid_RI_2" );
|
||
}
|
||
|
||
left_hand_impact_fx( guy )
|
||
{
|
||
//iprintlnbold( "left" );
|
||
PlayFXOnTag( getfx( "crawl_dust_sandstorm_runner" ), guy, "J_Mid_LE_2" );
|
||
}
|
||
|
||
bodyfall_fx( guy )
|
||
{
|
||
//iprintlnbold( "body" );
|
||
PlayFXOnTag( getfx( "bodyfall_dust_sandstorm_large_runner" ), guy, "J_SpineUpper" );
|
||
}
|
||
|
||
|
||
gun_fire( guy )
|
||
{
|
||
maps\af_chase_knife_fight_code::fire_gun();
|
||
|
||
time = 0.5;
|
||
level.fov_ent MoveTo( ( 40, 0, 0 ), time, 0, time );
|
||
}
|
||
|
||
|
||
add_fighte_animsounds()
|
||
{
|
||
level.scr_animSound[ "price" ][ "0fight_E_loop" ] = "scn_afchase_e_loop_price_foley";
|
||
level.scr_animSound[ "shepherd" ][ "0fight_E_loop" ] = "scn_afchase_e_loop_shep_foley";
|
||
}
|
||
|
||
remove_fighte_animsounds()
|
||
{
|
||
level.scr_animSound[ "price" ][ "0fight_E_loop" ] = undefined;
|
||
level.scr_animSound[ "shepherd" ][ "0fight_E_loop" ] = undefined;
|
||
}
|