IW4-Dump-Files/maps/boneyard_anim.gsc

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#include maps\_anim;
#include common_scripts\utility;
#using_animtree( "generic_human" );
main()
{
ride_vehicle_anims();
ride_player_anims();
angel_flare_rig_anims();
dialogue();
level.scr_anim[ "generic" ][ "prone_2_stand" ] = %prone_2_stand;
level.scr_anim[ "rook" ][ "boneyard_driver_death" ] = %boneyard_driver_death;
}
dialogue()
{
// level.scr_sound[ "animname" ][ "yyy" ] = "yyy";
// level.scr_radio[ "yyy" ] = "yyy";
// Price
level.scr_radio[ "byard_pri_wipeoutus" ] = "byard_pri_wipeoutus";
level.scr_radio[ "byard_pri_backupplan" ] = "byard_pri_backupplan";
level.scr_radio[ "byard_pri_lzishot" ] = "byard_pri_lzishot";
level.scr_radio[ "byard_pri_sharpish" ] = "byard_pri_sharpish";
level.scr_radio[ "byard_pri_gettransport" ] = "byard_pri_gettransport";
level.scr_radio[ "byard_pri_headnorth" ] = "byard_pri_headnorth";
level.scr_radio[ "byard_pri_radiotraffic" ] = "byard_pri_radiotraffic";
level.scr_radio[ "byard_pri_contactmakarov" ] = "byard_pri_contactmakarov";
level.scr_radio[ "byard_pri_warhero" ] = "byard_pri_warhero";
level.scr_radio[ "byard_pri_takecareofrest" ] = "byard_pri_takecareofrest";
level.scr_radio[ "byard_pri_onthischannel" ] = "byard_pri_onthischannel";
level.scr_radio[ "byard_pri_lastaweek" ] = "byard_pri_lastaweek";
level.scr_radio[ "byard_pri_myfriend" ] = "byard_pri_myfriend";
level.scr_radio[ "byard_pri_myregards" ] = "byard_pri_myregards";
level.scr_radio[ "byard_pri_whereareyou" ] = "byard_pri_whereareyou";
level.scr_radio[ "byard_pri_landtheplane" ] = "byard_pri_landtheplane";
level.scr_radio[ "byard_pri_gettoplane" ] = "byard_pri_gettoplane";
level.scr_radio[ "byard_pri_muchtime" ] = "byard_pri_muchtime";
level.scr_radio[ "byard_pri_foudntransport" ] = "byard_pri_foudntransport";
level.scr_sound[ "price" ][ "byard_pri_getinjeep" ] = "byard_pri_getinjeep";
level.scr_sound[ "price" ][ "byard_pri_contact12" ] = "byard_pri_contact12";
level.scr_sound[ "price" ][ "byard_pri_contactahead" ] = "byard_pri_contactahead";
level.scr_sound[ "price" ][ "byard_pri_behindus" ] = "byard_pri_behindus";
level.scr_sound[ "price" ][ "byard_pri_onour6" ] = "byard_pri_onour6";
level.scr_sound[ "price" ][ "byard_pri_totheright" ] = "byard_pri_totheright";
level.scr_sound[ "price" ][ "byard_pri_rightside" ] = "byard_pri_rightside";
level.scr_sound[ "price" ][ "byard_pri_totheleft" ] = "byard_pri_totheleft";
level.scr_sound[ "price" ][ "byard_pri_ontheleft" ] = "byard_pri_ontheleft";
level.scr_sound[ "price" ][ "byard_pri_vehiclesat12" ] = "byard_pri_vehiclesat12";
level.scr_sound[ "price" ][ "byard_pri_vehicleson6" ] = "byard_pri_vehicleson6";
level.scr_sound[ "price" ][ "byard_pri_thedrivers" ] = "byard_pri_thedrivers";
level.scr_sound[ "price" ][ "byard_pri_hangon" ] = "byard_pri_hangon";
level.scr_sound[ "price" ][ "byard_pri_holdon" ] = "byard_pri_holdon";
level.scr_sound[ "price" ][ "byard_pri_takewheel" ] = "byard_pri_takewheel";
level.scr_sound[ "price" ][ "byard_pri_droptheramp" ] = "byard_pri_droptheramp";
level.scr_face[ "price" ][ "byard_pri_droptheramp" ] = %byard_pri_droptheramp;
level.scr_sound[ "price" ][ "byard_pri_aimforramp" ] = "byard_pri_aimforramp";
level.scr_sound[ "price" ][ "byard_pri_weareleaving" ] = "byard_pri_weareleaving";
// Makarov
level.scr_radio[ "byard_mkv_neitherwillyou" ] = "byard_mkv_neitherwillyou";
level.scr_radio[ "byard_mkv_cutsbothways" ] = "byard_mkv_cutsbothways";
level.scr_radio[ "byard_mkv_hotelbravo" ] = "byard_mkv_hotelbravo";
// Nikolai
level.scr_radio[ "byard_nkl_ontheway" ] = "byard_nkl_ontheway";
level.scr_radio[ "byard_nkl_sandstorms" ] = "byard_nkl_sandstorms";
level.scr_radio[ "byard_nkl_unsafetoland" ] = "byard_nkl_unsafetoland";
level.scr_radio[ "byard_nkl_paidenough" ] = "byard_nkl_paidenough";
level.scr_radio[ "byard_nkl_oneminute" ] = "byard_nkl_oneminute";
}
truck_overrides()
{
positions = maps\_truck::setanims();
positions[ 1 ].sittag = "tag_guy3";
positions[ 3 ].sittag = "tag_guy2";
positions[ 4 ].sittag = "tag_passenger";
positions[ 4 ].idle = %technical_passenger_idle;
positions[ 4 ].getout = %pickup_passenger_climb_out;
return positions;
}
suburban_minigun_overrides()
{
positions = maps\_suburban_minigun::setanims();
positions = suburban_shared_overrides( positions );
return positions;
}
suburban_overrides()
{
positions = maps\_suburban::setanims();
positions = suburban_shared_overrides( positions );
positions[ 1 ].death = %uaz_rear_driver_death;
positions[ 2 ].death = %uaz_rear_driver_death;
positions[ 3 ].death = %uaz_rear_driver_death;
return positions;
}
suburban_shared_overrides( positions )
{
/*
UAZ_Lguy_fire_side_v1
UAZ_Lguy_fire_side_v2
UAZ_Lguy_idle_hide
UAZ_Rguy_scan_side_v1
UAZ_Rguy_idle
*/
positions[ 1 ].hide_attack_left[ 0 ] = %UAZ_Rguy_scan_side_v1;
positions[ 1 ].hide_attack_left[ 1 ] = %UAZ_Rguy_scan_side_v1;
positions[ 1 ].hide_attack_left_occurrence[ 0 ] = 500;
positions[ 1 ].hide_attack_left_occurrence[ 1 ] = 500;
positions[ 2 ].hide_attack_left[ 0 ] = %UAZ_Rguy_scan_side_v1;
positions[ 2 ].hide_attack_left[ 1 ] = %UAZ_Rguy_scan_side_v1;
positions[ 2 ].hide_attack_left_occurrence[ 0 ] = 500;
positions[ 2 ].hide_attack_left_occurrence[ 1 ] = 500;
positions[ 3 ].hide_attack_left[ 0 ] = %UAZ_Lguy_fire_side_v1;
positions[ 3 ].hide_attack_left[ 1 ] = %UAZ_Lguy_fire_side_v2;
positions[ 3 ].hide_attack_left_occurrence[ 0 ] = 500;
positions[ 3 ].hide_attack_left_occurrence[ 1 ] = 500;
return positions;
}
uaz_overrides()
{
positions = maps\_uaz::setanims();
positions[ 0 ].sittag = "tag_driver";
positions[ 1 ].sittag = "tag_passenger";
positions[ 2 ].sittag = "tag_guy0";// RR
positions[ 3 ].sittag = "tag_guy1";// RR
positions[ 4 ].sittag = "tag_guy2";// RR
positions[ 5 ].sittag = "tag_guy3";// RR
positions[ 0 ].idle = %UAZ_driver_idle;
// positions[ 1 ].idle = %UAZ_Rguy_idle;
positions[ 0 ].getout = %uaz_driver_exit_into_stand;
positions[ 2 ].getout = %uaz_driver_exit_into_run;
// positions[ 3 ].getout = %uaz_passenger_exit_into_run;
positions[ 0 ].getin = %uaz_driver_enter_from_huntedrun;
positions[ 2 ].idle = [];
positions[ 2 ].idle[ 0 ] = %UAZ_Lguy_idle_hide;
positions[ 2 ].idle[ 1 ] = %UAZ_Lguy_idle_react;
positions[ 2 ].idleoccurrence[ 0 ] = 1000;
positions[ 2 ].idleoccurrence[ 1 ] = 100;
// positions[ 3 ].idle = %UAZ_Rguy_idle;
// positions[ 4 ].idle = undefined;
// positions[ 5 ].idle = undefined;
positions[ 2 ].hidetoback = %UAZ_Lguy_trans_hide2back;
positions[ 2 ].back_attack = %UAZ_Lguy_fire_back;
positions[ 2 ].backtohide = %UAZ_Lguy_trans_back2hide;
positions[ 2 ].hide_attack_forward = %UAZ_Lguy_fire_hide_forward;
positions[ 2 ].hide_attack_left[ 0 ] = %UAZ_Lguy_fire_side_v1;
positions[ 2 ].hide_attack_left[ 1 ] = %UAZ_Lguy_fire_side_v2;
positions[ 2 ].hide_attack_left_occurrence[ 0 ] = 500;
positions[ 2 ].hide_attack_left_occurrence[ 1 ] = 500;
positions[ 2 ].hide_attack_left_standing[ 0 ] = %UAZ_Lguy_standfire_side_v3;
positions[ 2 ].hide_attack_left_standing[ 1 ] = %UAZ_Lguy_standfire_side_v4;
positions[ 2 ].hide_attack_left_standing_occurrence[ 0 ] = 100;
positions[ 2 ].hide_attack_left_standing_occurrence[ 1 ] = 100;
positions[ 2 ].hide_attack_back[ 0 ] = %UAZ_Lguy_fire_hide_back_v1;
positions[ 2 ].hide_attack_back[ 1 ] = %UAZ_Lguy_fire_hide_back_v2;
positions[ 2 ].hide_attack_back_occurrence[ 0 ] = 500;
positions[ 2 ].hide_attack_back_occurrence[ 1 ] = 500;
positions[ 2 ].react = %UAZ_Lguy_idle_react;
// positions[ 1 ].hide_attack_back[ 0 ] = %UAZ_Rguy_fire_back_v2;
// positions[ 1 ].hide_attack_back[ 1 ] = %UAZ_Rguy_fire_back_v1;
// positions[ 1 ].hide_attack_back_occurrence[ 0 ] = 500;
// positions[ 1 ].hide_attack_back_occurrence[ 1 ] = 500;
// positions[ 1 ].hide_attack_left[ 0 ] = %UAZ_Lguy_fire_side_v1;
// positions[ 1 ].hide_attack_left[ 1 ] = %UAZ_Lguy_fire_side_v2;
// positions[ 1 ].hide_attack_left_occurrence[ 0 ] = 500;
// positions[ 1 ].hide_attack_left_occurrence[ 1 ] = 500;
positions[ 0 ].duck_once = %UAZ_driver_duck;
positions[ 0 ].turn_right = %UAZ_driver_turnright;
positions[ 0 ].turn_left = %UAZ_driver_turnleft;
positions[ 0 ].weave = %UAZ_driver_weave;
return positions;
}
#using_animtree( "vehicles" );
uaz_override_vehicle( positions )
{
positions = maps\_uaz::set_vehicle_anims( positions );
positions[ 0 ].vehicle_idle = %UAZ_steeringwheel_idle;
positions[ 0 ].vehicle_duck_once = %UAZ_steeringwheel_duck;
positions[ 0 ].vehicle_turn_left = %UAZ_steeringwheel_turnleft;
positions[ 0 ].vehicle_turn_right = %UAZ_steeringwheel_turnright;
positions[ 0 ].vehicle_weave = %UAZ_steeringwheel_weave;
positions[ 2 ].vehicle_getoutanim = %uaz_rear_driver_exit_into_run_door;
positions[ 3 ].vehicle_getoutanim = %uaz_passenger2_exit_into_run_door;
return positions;
}
truck_vehicle_overrides( positions )
{
positions[ 0 ].vehicle_getoutanim = %door_pickup_driver_climb_out;
positions[ 1 ].vehicle_getoutanim = %door_pickup_passenger_climb_out;
positions[ 2 ].vehicle_getoutanim = %door_pickup_passenger_RR_climb_out;
positions[ 3 ].vehicle_getoutanim = %door_pickup_passenger_RL_climb_out;
positions[ 4 ].vehicle_getoutanim = %door_pickup_passenger_climb_out;
positions[ 0 ].vehicle_getoutanim_clear = false;
positions[ 1 ].vehicle_getoutanim_clear = false;
positions[ 2 ].vehicle_getoutanim_clear = false;
positions[ 3 ].vehicle_getoutanim_clear = false;
positions[ 4 ].vehicle_getoutanim_clear = false;
positions[ 0 ].vehicle_getinanim = %door_pickup_driver_climb_in;
positions[ 1 ].vehicle_getinanim = %door_pickup_passenger_climb_in;
//positions[ 2 ].vehicle_getinanim = %door_pickup_driver_climb_in;
//positions[ 3 ].vehicle_getinanim = %door_pickup_passenger_climb_in;
return positions;
}
ride_vehicle_anims()
{
level.scr_anim[ "c130_propeller" ][ "rotate" ][0] = %rotate_X_R;
level.scr_animtree[ "c130_propeller" ] = #animtree;
level.scr_anim[ "generic" ][ "boneyard_jeep_evac" ] = %boneyard_jeep_evac;
level.scr_anim[ "generic" ][ "boneyard_UAZ_door" ] = %boneyard_UAZ_door;
level.scr_anim[ "generic" ][ "steer_straight" ] = %boneyard_UAZ_steer_straight;
level.scr_anim[ "generic" ][ "steer_left" ] = %boneyard_UAZ_steer_left;
level.scr_anim[ "generic" ][ "steer_right" ] = %boneyard_UAZ_steer_right;
level.scr_anim[ "generic" ][ "old_steering" ] = %UAZ_steeringwheel_idle;
}
#using_animtree( "player" );
ride_player_anims()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_marines";
level.scr_anim[ "player_rig" ][ "boneyard_uaz_sit" ] = %boneyard_player_UAZ_sit;
level.scr_anim[ "player_rig" ][ "boneyard_uaz_stand" ] = %boneyard_player_UAZ_stand;
level.scr_anim[ "player_rig" ][ "boneyard_uaz_mount" ] = %boneyard_player_enter_UAZ;
level.scr_anim[ "player_rig" ][ "boneyard_player_evac" ] = %boneyard_player_evac;
level.scr_anim[ "player_rig" ][ "grab_wheel" ] = %boneyard_player_grab_wheel;
level.scr_anim[ "player_rig" ][ "steer_straight" ] = %boneyard_player_steer_straight;
level.scr_anim[ "player_rig" ][ "steer_left" ] = %boneyard_player_steer_left;
level.scr_anim[ "player_rig" ][ "steer_right" ] = %boneyard_player_steer_right;
}
#using_animtree( "script_model" );
angel_flare_rig_anims()
{
level.scr_animtree[ "angel_flare_rig" ] = #animtree;
level.scr_model[ "angel_flare_rig" ] = "angel_flare_rig";
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][0] = %ac130_angel_flares01;
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][1] = %ac130_angel_flares02;
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][2] = %ac130_angel_flares03;
}