708 lines
32 KiB
Plaintext
708 lines
32 KiB
Plaintext
#include maps\_anim;
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#include maps\_props;
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#include maps\_utility;
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#include maps\af_caves_code;
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main()
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{
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anims();
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dialog();
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dog();
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script_models();
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player_animations();
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animated_model_setup();
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}
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#using_animtree( "generic_human" );
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anims()
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{
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//AIRSTRIP
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level.scr_anim[ "price" ][ "launchfacility_a_c4_plant_short" ] = %launchfacility_a_c4_plant_short;
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level.scr_anim[ "price" ][ "favela_run_and_wave" ] = %favela_run_and_wave;
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level.scr_anim[ "price" ][ "laptop_stand_idle_start" ] = %laptop_stand_idle_focused;
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level.scr_anim[ "price" ][ "laptop_stand_idle" ][ 0 ] = %laptop_stand_idle_focused;
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level.scr_anim[ "price" ][ "laptop_stand_yell" ] = %laptop_stand_lookaway;
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level.scr_anim[ "price" ][ "invasion_vehicle_cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2;
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//dazed and confused shadow company
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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" ][ "civilian_leaning_death" ] = %civilian_leaning_death;
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level.scr_anim[ "generic" ][ "civilian_leaning_death_death" ] = %civilian_leaning_death_shot;
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level.scr_anim[ "generic" ][ "hunted_dazed_walk_C_limp" ] = %hunted_dazed_walk_C_limp;
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level.scr_anim[ "generic" ][ "hunted_dazed_walk_C_limp_death" ] = %exposed_death_falltoknees;
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level.scr_anim[ "generic" ][ "hunted_dazed_walk_B_blind" ] = %hunted_dazed_walk_B_blind;
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//GENERIC
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level.scr_anim[ "generic" ][ "cqb_stand_idle_scan" ] = %patrol_bored_react_look_v1;
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level.scr_anim[ "generic" ][ "smoke_idle" ][ 0 ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "smoke" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
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level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
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level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
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level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
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level.scr_anim[ "lean_smoker" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
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add_sit_load_ak_notetracks( "generic" );
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level.scr_anim[ "generic" ][ "sit_load_ak_idle" ][ 0 ] = %sitting_guard_loadAK_idle;
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level.scr_anim[ "generic" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_react1;
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level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
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level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
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level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
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level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
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level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
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level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
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level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_0" ] = %exposed_idle_reactA;
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level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_1" ] = %exposed_idle_reactB;
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level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_2" ] = %exposed_idle_twitch;
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level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_3" ] = %exposed_idle_twitch_v4;
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level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_4" ] = %run_pain_stumble;
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level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ]= %exposed_idle_twitch_v4;// patrol_bored_2_combat_alarm_short;
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level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %exposed_idle_twitch_v4;
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level.scr_anim[ "generic" ][ "_stealth_behavior_heard_scream" ] = %exposed_idle_twitch_v4;
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level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
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level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
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level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
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level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
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level.scr_anim[ "generic" ][ "sit_idle" ][ 0 ] = %breach_chair_idle_v2;
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level.scr_anim[ "generic" ][ "sit_react" ] = %breach_chair_reaction_v2;
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// guy using the arcadia fridge rummaging idle
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level.scr_anim[ "generic" ][ "fridge_idle" ][ 0 ] = %arcadia_fridge_idle;
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level.scr_anim[ "generic" ][ "fridge_react" ] = %arcadia_fridge_react;
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// Guys sleeping on a cot
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level.scr_anim[ "generic" ][ "sleep_idle1" ][ 0 ] = %afgan_caves_sleeping_guard_idle;
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level.scr_anim[ "generic" ][ "sleep_death1" ] = %cargoship_sleeping_guy_death_1;
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level.scr_anim[ "generic" ][ "sleep_alert1" ] = %afgan_caves_sleeping_guard_scramble;
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// Chess Players
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level.scr_anim[ "generic" ][ "chess_surprise_1" ] = %parabolic_chessgame_surprise_a;
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level.scr_anim[ "generic" ][ "chess_surprise_2" ] = %parabolic_chessgame_surprise_b;
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level.scr_anim[ "generic" ][ "chess_idle_1" ][ 0 ] = %parabolic_chessgame_idle_a;
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level.scr_anim[ "generic" ][ "chess_idle_2" ][ 0 ] = %parabolic_chessgame_idle_b;
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level.scr_anim[ "chess_guy1" ][ "chess_death_1" ] = %parabolic_chessgame_death_a;
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level.scr_anim[ "chess_guy2" ][ "chess_death_2" ] = %parabolic_chessgame_death_b;
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//CQB Hand signals
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level.scr_anim[ "generic" ][ "signal_moveout_cqb" ] = %CQB_stand_signal_move_out;
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level.scr_anim[ "generic" ][ "signal_moveup_cqb" ] = %CQB_stand_signal_move_up;
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level.scr_anim[ "generic" ][ "signal_go_cqb" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_stop_cqb" ] = %CQB_stand_signal_stop;
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level.scr_anim[ "generic" ][ "signal_onme_cqb" ] = %CQB_stand_wave_on_me;
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level.scr_anim[ "price" ][ "intro_stop" ] = %afgan_caves_intro_stop;
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level.scr_anim[ "generic" ][ "run_2_crouch_f" ] = %run_2_crouch_f;
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level.scr_anim[ "generic" ][ "crouch_fastwalk_f" ] = %crouch_fastwalk_F;
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level.scr_anim[ "generic" ][ "crouch_talk" ] = %casual_crouch_V2_talk;
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level.scr_anim[ "generic" ][ "crouch_idle" ] = %casual_crouch_idle;
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level.scr_anim[ "generic" ][ "look_up_stand" ] = %coverstand_look_moveup;
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level.scr_anim[ "generic" ][ "look_idle_stand" ][ 0 ] = %coverstand_look_idle;
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level.scr_anim[ "generic" ][ "look_down_stand" ] = %coverstand_look_movedown;
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//INTRO
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level.scr_anim[ "price" ][ "rise_up" ] = %scout_sniper_price_prone_opening;
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level.scr_anim[ "price" ][ "price_slide" ] = %afgan_caves_price_slide;
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//RAPPEL
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level.scr_anim[ "price" ][ "rappel" ] = %afgan_caves_price_rappel_animatic;
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level.scr_anim[ "price" ][ "pri_rappel_setup" ] = %afgan_caves_price_rappel_setup;
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level.scr_anim[ "price" ][ "pri_rappel_idle" ][ 0 ] = %afgan_caves_price_rappel_idle;
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addNotetrack_customFunction( "price", "rope", maps\af_caves::price_rope_hookup, "pri_rappel_setup" );
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level.scr_anim[ "price" ][ "pri_rappel_jump" ] = %afgan_caves_price_rappel_jump;
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addNotetrack_attach( "price", "knife", "weapon_parabolic_knife", "TAG_INHAND", "pri_rappel_jump" );
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level.scr_anim[ "price" ][ "pri_hanging_idle" ][ 0 ] = %afgan_caves_Price_hanging_idle;
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level.scr_anim[ "price" ][ "pri_rappel_kill" ] = %afgan_caves_Price_rappel_kill;
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addNotetrack_detach( "price", "knife", "weapon_parabolic_knife", "TAG_INHAND", "pri_rappel_kill" );
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level.scr_anim[ "guard_2" ][ "flick" ] = %cliff_guardA_flick;
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level.scr_anim[ "guard_2" ][ "guardB_idle" ][ 0 ] = %cliff_guardB_idle;
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level.scr_anim[ "guard_2" ][ "guardB_react" ] = %cliff_guardB_react;
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level.scr_anim[ "guard_2" ][ "guard_2_death" ] = %afgan_caves_guard_2_death;
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level.scr_anim[ "guard_1" ][ "rappel_kill" ] = %afgan_caves_guard_1_death;
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level.scr_anim[ "guard_1" ][ "guardA_idle" ][ 0 ] = %cliff_guardA_idle;
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level.scr_anim[ "guard_1" ][ "guardA_react" ] = %cliff_guardA_react;
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addNotetrack_customFunction( "guard_1", "kill", ::kill_me );
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addNotetrack_customFunction( "guard_1", "death_gurgle", ::rappel_guard1_deathgurgle, "rappel_kill" );
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//addNotetrack_flag( "price", "dialogue", "price_hooksup", "pri_rappel_setup" );
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level.scr_anim[ "guard_2" ][ "rappel" ] = %afgan_caves_guard_2_animatic;
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// STEAM ROOM
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level.scr_anim[ "generic" ][ "steamroom_knifekill_price" ] = %parabolic_knifekill_mark;
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level.scr_anim[ "generic" ][ "steamroom_knifekill_guard" ] = %parabolic_knifekill_phoneguy;
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level.scr_anim[ "generic" ][ "steamroom_knifekill_guard_idle" ][ 0 ] = %parabolic_phoneguy_idle;
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level.scr_anim[ "generic" ][ "steamroom_knifekill_guard_reaction" ] = %parabolic_phoneguy_reaction;
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//LEDGE
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//level.scr_anim[ "price" ][ "pri_dive" ] = %exposed_dive_grenade_B;
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//level.scr_anim[ "price" ][ "pri_prone_stand" ] = %prone_2_stand;
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level.scr_anim[ "price" ][ "pri_dive" ] = %hunted_dive_2_pronehide_v1;
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level.scr_anim[ "price" ][ "pri_prone_stand" ] = %hunted_pronehide_2_stand_v1;
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level.scr_anim[ "price" ][ "pri_bridge_jump" ] = %jump_across_100_stumble;
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addNotetrack_flag( "price", "footstep_right_large", "price_jumping", "pri_bridge_jump" );
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addNotetrack_flag( "price", "footstep_left_large", "price_jumped", "pri_bridge_jump" );
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level.scr_anim[ "destroyer" ][ "shoot_bridge" ] = %corner_standL_trans_A_2_B_v2;
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//CONTROL ROOM
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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" ][ "look_idle_cornerR" ][ 0 ] = %corner_standr_look_idle;
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level.scr_anim[ "generic" ][ "alert2look_cornerR" ] = %corner_standr_alert_2_look;
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//breach anims
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level.scr_anim[ "generic" ][ "patrol_bored_react_walkstop" ] = %patrol_bored_react_walkstop;
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level.scr_anim[ "generic" ][ "breach_react_push_guy2" ] = %breach_react_push_guy2;
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level.scr_anim[ "generic" ][ "breach_react_push_guy1" ]= %breach_react_push_guy1;
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level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy1" ] = %breach_react_guntoss_v2_guy1;
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level.scr_anim[ "generic" ][ "breach_react_guntoss_v2_guy2" ] = %breach_react_guntoss_v2_guy2;
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level.scr_anim[ "generic" ][ "breach_react_knife_charge" ] = %breach_react_knife_charge;
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level.scr_anim[ "generic" ][ "breach_react_knife_charge_death" ] = %death_shotgun_back_v1;
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//AIRSTRIP
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level.scr_anim[ "nade_tosser" ][ "cqb_nade_throw" ] = %CQB_stand_grenade_throw;
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addNotetrack_flag( "nade_tosser", "grenade_throw", "nade_tossed", "cqb_nade_throw" ); //grenade_throw //grenade_right
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}
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#using_animtree( "animated_props" );
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animated_model_setup()
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{
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level.anim_prop_models[ "foliage_desertbrush_1_animated" ][ "sway" ] = %foliage_desertbrush_1_sway;
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}
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#using_animtree( "dog" );
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dog()
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{
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level.scr_anim[ "generic" ][ "dog_idle" ][0] = %german_shepherd_attackidle;
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level.scr_anim[ "generic" ][ "dog_eating" ][0] = %german_shepherd_eating;
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level.scr_anim[ "generic" ][ "dog_eating_single" ] = %german_shepherd_eating;
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level.scr_anim[ "generic" ][ "dog_growling" ][0] = %german_shepherd_attackidle_growl;
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level.scr_anim[ "generic" ][ "dog_barking" ][0] = %german_shepherd_attackidle_growl;
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level.scr_anim[ "generic" ][ "dog_barking" ][1] = %german_shepherd_attackidle_bark;
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level.scr_anim[ "generic" ][ "dog_barking" ][2] = %german_shepherd_attackidle_bark;
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level.scr_anim[ "generic" ][ "dog_barking" ][3] = %german_shepherd_attackidle_bark;
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}
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#using_animtree( "script_model" );
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script_models()
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{
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level.scr_model[ "knife" ] = "weapon_parabolic_knife";
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level.scr_anim[ "chair" ][ "sleep_react" ] = %parabolic_guard_sleeper_react_chair;
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level.scr_animtree[ "chair" ] = #animtree;
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level.scr_model[ "chair" ] = "com_folding_chair";
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level.scr_anim[ "chair_ak" ][ "sit_load_ak_react" ] = %sitting_guard_loadAK_idle_chair;
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level.scr_animtree[ "chair_ak" ] = #animtree;
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level.scr_model[ "chair_ak" ] = "com_folding_chair";
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level.scr_anim[ "flashlight" ][ "fl_death" ] = %blackout_flashlightguy_death_flashlight;
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level.scr_sound[ "flashlight" ][ "fl_death" ] = "scn_blackout_drop_flashlight";
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level.scr_anim[ "flashlight" ][ "search" ] = %blackout_flashlightguy_moment2death_flashlight;
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level.scr_sound[ "flashlight" ][ "search" ] = "scn_blackout_drop_flashlight_draw";
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level.scr_anim[ "rope" ][ "rappel_hookup" ] = %afgan_caves_player_hookup_rope;
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level.scr_model[ "rope" ] = "weapon_carabiner_thin_rope";
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level.scr_animtree[ "rope" ] = #animtree;
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level.scr_anim[ "rope_price" ][ "rope_hookup" ] = %afgan_caves_price_hookup_rope;
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level.scr_model[ "rope_price" ] = "weapon_carabiner_thin_rope";
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level.scr_animtree[ "rope_price" ] = #animtree;
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level.scr_anim[ "rappel_rope_price" ][ "pri_rappel_jump" ] = %afgan_caves_Price_rappel_jump_rappelRope;
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level.scr_anim[ "rappel_rope_price" ][ "pri_hanging_idle" ][ 0 ]= %afgan_caves_Price_hanging_idle_rappelRope;
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level.scr_anim[ "rappel_rope_price" ][ "pri_rappel_idle" ][ 0 ] = %afgan_caves_Price_rappel_idle_rappelRope;
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level.scr_model[ "rappel_rope_price" ] = "afgan_caves_rappel_rope";
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level.scr_animtree[ "rappel_rope_price" ] = #animtree;
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level.scr_anim[ "tarp" ][ "rise_up" ] = %scout_sniper_sand_ghillie_tarp_emerge;
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level.scr_animtree[ "tarp" ] = #animtree;
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level.scr_model[ "tarp" ] = "scout_sniper_sand_ghillie_tarp";
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// Breach door
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level.scr_anim[ "breach_door_model_caves" ][ "breach" ] = %breach_player_door_v2;
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level.scr_animtree[ "breach_door_model_caves" ] = #animtree;
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level.scr_model[ "breach_door_model_caves" ] = "com_door_03_handleright";
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level.scr_anim[ "breach_door_hinge_caves" ][ "breach" ] = %breach_player_door_hinge_v1;
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level.scr_animtree[ "breach_door_hinge_caves" ] = #animtree;
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level.scr_model[ "breach_door_hinge_caves" ] = "com_door_piece_hinge3";
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// Swinging lamp
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level.scr_animtree[ "lamp" ] = #animtree;
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level.scr_model[ "lamp" ] = "ch_industrial_light_animated_01_on";
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level.scr_anim[ "lamp" ][ "swing" ] = %swinging_industrial_light_01_mild;
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level.scr_anim[ "lamp" ][ "swing_dup" ] = %swinging_industrial_light_01_mild_dup;
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// level.scr_animtree[ "lamp_off" ] = #animtree;
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// level.scr_model[ "lamp_off" ] = "ch_industrial_light_animated_01_off";
|
||
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_animations()
|
||
{
|
||
level.scr_animtree[ "player_rig" ] = #animtree;
|
||
level.scr_model[ "player_rig" ] = "viewhands_player_tf141"; //viewhands_player_us_army
|
||
level.scr_anim[ "player_rig" ][ "rappel_close" ] = %afgan_caves_player_rappel_close;
|
||
level.scr_anim[ "player_rig" ][ "rappel_far" ] = %afgan_caves_player_rappel_far;
|
||
|
||
level.scr_anim[ "player_rig" ][ "rappel_close_node" ] = %cave_rappel_close;
|
||
level.scr_anim[ "player_rig" ][ "rappel_far_node" ] = %cave_rappel_far;
|
||
level.scr_anim[ "player_rig" ][ "rappel_hookup" ] = %afgan_caves_player_rappel_hookup;
|
||
|
||
level.scr_anim[ "player_rig" ][ "rappel_root" ] = %cave_rappel;
|
||
level.scr_anim[ "player_rig" ][ "rappel_kill" ] = %afgan_caves_player_rappel_end_kill;
|
||
|
||
addNotetrack_customFunction( "player_rig", "start_guard", ::start_guard_anim );
|
||
}
|
||
|
||
start_guard_anim( guy )
|
||
{
|
||
self anim_single_solo( self.guard, "rappel_kill" );
|
||
}
|
||
|
||
kill_me( guy )
|
||
{
|
||
guy.a.nodeath = true;
|
||
guy.allowdeath = true;
|
||
guy.diequietly = true;
|
||
guy kill();
|
||
}
|
||
|
||
|
||
dialog()
|
||
{
|
||
// GENERAL
|
||
// "Make sure you're using a suppressed weapon, otherwise we're dead."
|
||
level.scr_radio[ "afcaves_pri_suppressedweapon" ] = "afcaves_pri_suppressedweapon";
|
||
|
||
|
||
// INTRO
|
||
// "I'll wait for you at the exfil point. Three hours."
|
||
level.scr_radio[ "afcaves_nkl_waitforyou" ] = "afcaves_nkl_waitforyou";
|
||
|
||
// "Don't bother. This was a one-way flight, mate."
|
||
level.scr_radio[ "afcaves_pri_dontbother" ] = "afcaves_pri_dontbother";
|
||
|
||
// "Then good luck, my friend."
|
||
level.scr_radio[ "afcaves_nkl_goodluck" ] = "afcaves_nkl_goodluck";
|
||
|
||
// "Move out."
|
||
level.scr_radio[ "afcaves_pri_moveout" ] = "afcaves_pri_moveout";
|
||
|
||
|
||
// INTRO/HILLSIDE WIRETAP
|
||
// "This decryption code better be worth the price we paid..."
|
||
level.scr_radio[ "afcaves_pri_decryptioncode" ] = "afcaves_pri_decryptioncode";
|
||
|
||
// "...(go) ahead Alpha?"
|
||
level.scr_radio[ "afcaves_schq_goahead" ] = "afcaves_schq_goahead";
|
||
|
||
// "Looks like Makarov's intel was solid. This is it."
|
||
level.scr_radio[ "afcaves_pri_intelwassolid" ] = "afcaves_pri_intelwassolid";
|
||
|
||
// "Riverbed all clear, over."
|
||
level.scr_radio[ "afcaves_sc1_riverbedclear" ] = "afcaves_sc1_riverbedclear";
|
||
|
||
// "Bravo?"
|
||
level.scr_radio[ "afcaves_schq_bravo" ] = "afcaves_schq_bravo";
|
||
|
||
// "Catwalk all clear... visibility 100%, over."
|
||
level.scr_radio[ "afcaves_sc2_catwalkclear" ] = "afcaves_sc2_catwalkclear";
|
||
|
||
// "Zulu?"
|
||
level.scr_radio[ "afcaves_schq_zulu" ] = "afcaves_schq_zulu";
|
||
|
||
// "Sandstorm. Not much to see right now, over."
|
||
level.scr_radio[ "afcaves_sc3_sandstorm" ] = "afcaves_sc3_sandstorm";
|
||
|
||
// "...uh, we're starting our patrol east along the canyon, north side access road, over."
|
||
level.scr_radio[ "afcaves_sc1_startingpatrol" ] = "afcaves_sc1_startingpatrol";
|
||
|
||
// "Copy that, Disciple Four. Finish your sweep and get back inside. Zulu team report's a heavy sandstorm on the way. Oxide out."
|
||
level.scr_radio[ "afcaves_schq_finishsweep" ] = "afcaves_schq_finishsweep";
|
||
|
||
|
||
// ROAD PATROL
|
||
// "Hold up."
|
||
level.scr_radio[ "pri_holdup" ] = "afcaves_pri_holdup2";
|
||
|
||
// "Enemy patrol."
|
||
level.scr_radio[ "pri_enemypatrol" ] = "afcaves_pri_enemypatrol2";
|
||
|
||
// "Hold your fire."
|
||
level.scr_radio[ "afcaves_pri_holdyourfire" ] = "afcaves_pri_holdyourfire";
|
||
|
||
// "Good, they're splitting up. Let them separate."
|
||
level.scr_radio[ "afcaves_pri_splittingup" ] = "afcaves_pri_splittingup";
|
||
|
||
// "Wait for them to split up."
|
||
//level.scr_radio[ "afcaves_pri_splitup" ] = "afcaves_pri_splitup";
|
||
|
||
// "Focus on the group on the right, directly beneath us. Let's take them out first."
|
||
level.scr_radio[ "afcaves_pri_grouponright" ] = "afcaves_pri_grouponright";
|
||
|
||
// "I'll take the two on the left."
|
||
level.scr_radio[ "afcaves_pri_twoonleft" ] = "afcaves_pri_twoonleft";
|
||
|
||
// "On my mark."
|
||
level.scr_radio[ "afcaves_pri_onmymark" ] = "afcaves_pri_onmymark";
|
||
|
||
// "Three..."
|
||
level.scr_radio[ "afcaves_pri_three" ] = "afcaves_pri_three";
|
||
|
||
// "Two..."
|
||
level.scr_radio[ "afcaves_pri_two" ] = "afcaves_pri_two";
|
||
|
||
// "One..."
|
||
level.scr_radio[ "afcaves_pri_one" ] = "afcaves_pri_one";
|
||
|
||
// "Mark."
|
||
level.scr_radio[ "afcaves_pri_mark" ] = "afcaves_pri_mark";
|
||
|
||
// "Just like old times."
|
||
level.scr_radio[ "afcaves_pri_justlikeoldtimes" ] = "afcaves_pri_justlikeoldtimes";
|
||
|
||
// "Dog neutralized, I count five tangos down."
|
||
level.scr_radio[ "afcaves_pri_dogneutralized" ] = "afcaves_pri_dogneutralized";
|
||
|
||
// "Close enough."
|
||
level.scr_radio[ "afcaves_pri_closeenough" ] = "afcaves_pri_closeenough";
|
||
|
||
// "We have to work together, Soap - stick to the plan next time."
|
||
level.scr_radio[ "afcaves_pri_sticktoplan" ] = "afcaves_pri_sticktoplan";
|
||
|
||
// "We've been spotted - take 'em out before they can radio back in!"
|
||
level.scr_radio[ "afcaves_pri_beenspotted" ] = "afcaves_pri_beenspotted";
|
||
|
||
// "Soap, these aren't your average muppets. No more mistakes, let's go."
|
||
level.scr_radio[ "afcaves_pri_nomistakes" ] = "afcaves_pri_nomistakes";
|
||
|
||
// "All right, we've got to take out the other group before they come back. Move."
|
||
level.scr_radio[ "afcaves_pri_beforecomeback" ] = "afcaves_pri_beforecomeback";
|
||
|
||
// "Soap! Down here, let's go!"
|
||
level.scr_radio[ "afcaves_pri_downhere" ] = "afcaves_pri_downhere";
|
||
|
||
// "Move up! The other group's coming back!"
|
||
level.scr_radio[ "afcaves_pri_groupsback" ] = "afcaves_pri_groupsback";
|
||
|
||
// "Quickly, let's move up and take the others."
|
||
level.scr_radio[ "afcaves_pri_taketheothers" ] = "afcaves_pri_taketheothers";
|
||
|
||
// "I'm in position - take the shot."
|
||
level.scr_radio[ "afcaves_pri_taketheshot" ] = "afcaves_pri_taketheshot";
|
||
|
||
// "Soap, they're coming back - I'm repositioning to get out of sight."
|
||
level.scr_radio[ "afcaves_pri_repositioning" ] = "afcaves_pri_repositioning";
|
||
|
||
// "Soap, they're about to find the bodies! We need to take them out!"
|
||
level.scr_radio[ "afcaves_pri_findthebodies" ] = "afcaves_pri_findthebodies";
|
||
|
||
// "I'm in position, ready to shoot."
|
||
level.scr_radio[ "afcaves_pri_readytoshoot" ] = "afcaves_pri_readytoshoot";
|
||
|
||
// "Soap, the second group found the bodies! Take 'em out before they radio in!"
|
||
level.scr_radio[ "afcaves_pri_foundbodies" ] = "afcaves_pri_foundbodies";
|
||
|
||
// "We don't have much time before they find the bodies. Let's keep moving."
|
||
level.scr_radio[ "afcaves_pri_muchtime" ] = "afcaves_pri_muchtime";
|
||
|
||
// "Soap, I'm picking up a thermal spike up ahead. The cave must be somewhere over the edge."
|
||
level.scr_radio[ "pri_thermalspike" ] = "afcaves_pri_thermalspike";
|
||
|
||
|
||
// POST ROAD-CLEARING WIRETAP
|
||
// "Disciple Four, Oxide. What's your status, over?"
|
||
level.scr_radio[ "afcaves_schq_d4whatsyourstatus" ] = "afcaves_schq_d4whatsyourstatus";
|
||
|
||
// "Disciple Four, Oxide, do you copy, over?"
|
||
level.scr_radio[ "afcaves_schq_d4doyoucopy" ] = "afcaves_schq_d4doyoucopy";
|
||
|
||
// "Hey, I'm not gettin' anything from Disciple Four at the north ridge road. Could be a bad transmitter."
|
||
level.scr_radio[ "afcaves_schq_badtransmitter" ] = "afcaves_schq_badtransmitter";
|
||
|
||
// "Butcher Seven, Oxide. We've lost contact with Disciple Four."
|
||
level.scr_radio[ "afcaves_schq_lostcontact2" ] = "afcaves_schq_lostcontact2";
|
||
|
||
// "Probably just the sandstorm that's rollin' in or a bad transmitter."
|
||
level.scr_radio[ "afcaves_schq_badtransmitter2" ] = "afcaves_schq_badtransmitter2";
|
||
|
||
// "Send a team to check it out, over."
|
||
level.scr_radio[ "afcaves_schq_sendateam2" ] = "afcaves_schq_sendateam2";
|
||
|
||
// "Roger that Oxide, I'll send Vinson and Lambert. Butcher Seven out."
|
||
level.scr_radio[ "afcaves_sc2_sendvinson" ] = "afcaves_sc2_sendvinson";
|
||
|
||
|
||
// RAPPEL SETUP
|
||
// Here we go - hook up here."
|
||
level.scr_radio[ "pri_hookup" ] = "afcaves_pri_hookup";
|
||
|
||
// Price: "Soap, hook up."
|
||
level.scr_radio[ "pri_soaphookup" ] = "afcaves_pri_soaphookup";
|
||
|
||
// Price: "Soap, what's the problem? Hook up to the railing."
|
||
level.scr_radio[ "pri_whatstheproblem" ] = "afcaves_pri_whatstheproblem";
|
||
|
||
// Price: "Soap, hook up, let's go."
|
||
level.scr_radio[ "pri_hookupletsgo" ] = "afcaves_pri_hookupletsgo";
|
||
|
||
|
||
// RAPPEL
|
||
// Price: "Go."
|
||
level.scr_radio[ "pri_go" ] = "afcaves_pri_go";
|
||
|
||
// Price: "Got two tangos down below."
|
||
level.scr_radio[ "pri_2inthechest" ] = "afcaves_pri_2inthechest";
|
||
|
||
|
||
// BACKDOOR BARRACKS
|
||
// Price: "Let's go."
|
||
level.scr_radio[ "pri_letsgo" ] = "afcaves_pri_letsgo";
|
||
|
||
// "Tango up ahead. Do not engage."
|
||
level.scr_radio[ "afcaves_pri_tangoupahead" ] = "afcaves_pri_tangoupahead";
|
||
|
||
// "Patrol coming our way - go left, quickly!"
|
||
level.scr_radio[ "afcaves_pri_patrolcoming" ] = "afcaves_pri_patrolcoming";
|
||
|
||
// "Let them pass."
|
||
level.scr_radio[ "afcaves_pri_letthempass" ] = "afcaves_pri_letthempass";
|
||
|
||
// "Take out the guard having a smoke, or wait for him to move along."
|
||
level.scr_radio[ "afcaves_pri_havingasmoke" ] = "afcaves_pri_havingasmoke";
|
||
|
||
// Price: "Good night."
|
||
level.scr_radio[ "pri_goodnight" ] = "afcaves_pri_goodnight";
|
||
|
||
// "Soap, that area's full of hostiles. We should keep to the left to avoid being spotted."
|
||
level.scr_radio[ "afcaves_pri_avoidbeingspotted" ] = "afcaves_pri_avoidbeingspotted";
|
||
|
||
// "Move."
|
||
level.scr_radio[ "afcaves_pri_move2" ] = "afcaves_pri_move2";
|
||
|
||
// "Easy now."
|
||
level.scr_radio[ "afcaves_pri_easynow" ] = "afcaves_pri_easynow";
|
||
|
||
// "Two tangos in this corridor - hold your fire and stay to the left."
|
||
level.scr_radio[ "afcaves_pri_incorridor" ] = "afcaves_pri_incorridor";
|
||
|
||
// "Tangos on our six."
|
||
level.scr_radio[ "afcaves_pri_tangosonsix" ] = "afcaves_pri_tangosonsix";
|
||
|
||
// "Soap, we've got two tangos with taclights coming down the stairs under that red light, dead ahead."
|
||
level.scr_radio[ "afcaves_pri_tangoswithtaclights" ] = "afcaves_pri_tangoswithtaclights";
|
||
|
||
// "I'll take the one on the right. On my mark."
|
||
level.scr_radio[ "afcaves_pri_takeoneright" ] = "afcaves_pri_takeoneright";
|
||
|
||
// "Impressive."
|
||
level.scr_radio[ "afcaves_pri_impressive" ] = "afcaves_pri_impressive";
|
||
|
||
// "Clear. Go."
|
||
level.scr_radio[ "afcaves_pri_cleargo" ] = "afcaves_pri_cleargo";
|
||
|
||
|
||
// CAVE STEALTHBREAK
|
||
// "The guards know something's not right. Get out of sight and stay quiet."
|
||
level.scr_radio[ "afcaves_pri_guardsknow" ] = "afcaves_pri_guardsknow";
|
||
|
||
// "They're onto us - go loud."
|
||
level.scr_radio[ "afcaves_pri_ontousgoloud" ] = "afcaves_pri_ontousgoloud";
|
||
|
||
// "We're compromised - go loud."
|
||
level.scr_radio[ "afcaves_pri_compromisedgoloud" ] = "afcaves_pri_compromisedgoloud";
|
||
|
||
// "Soap, where are you? Get back here!"
|
||
level.scr_radio[ "afcaves_pri_getbackhere" ] = "afcaves_pri_getbackhere";
|
||
|
||
// "We got lucky that time."
|
||
level.scr_radio[ "afcaves_pri_gotlucky" ] = "afcaves_pri_gotlucky";
|
||
|
||
// "That was close."
|
||
level.scr_radio[ "afcaves_pri_thatwasclose" ] = "afcaves_pri_thatwasclose";
|
||
|
||
|
||
// SHADOW COMPANY TALKING WHEN STEALTH SPOTTED
|
||
// "I see him, he's over here!"
|
||
level.scr_radio[ "afcaves_sc1_iseehim" ] = "afcaves_sc1_iseehim";
|
||
|
||
// "Intruder spotted!"
|
||
level.scr_radio[ "afcaves_sc1_spotted" ] = "afcaves_sc1_spotted";
|
||
|
||
// "Hostile at my location!"
|
||
level.scr_radio[ "afcaves_sc1_hostilemyloc" ] = "afcaves_sc1_hostilemyloc";
|
||
|
||
|
||
// CAVE WIRETAP
|
||
// "Disciple Five, Oxide. Gimme a sitrep over."
|
||
level.scr_radio[ "afcaves_schq_sitrep" ] = "afcaves_schq_sitrep";
|
||
|
||
// "Disciple Five, Oxide. Gimme a sitrep over. [second time]"
|
||
level.scr_radio[ "afcaves_schq_sitrepover" ] = "afcaves_schq_sitrepover";
|
||
|
||
|
||
// STEAM ROOM
|
||
// "Disciple Six, we've lost all contact with Disciple Five. Check it out over."
|
||
level.scr_radio[ "afcaves_schq_lostcontact" ] = "afcaves_schq_lostcontact";
|
||
|
||
// "Roger that Oxide, we're on the catwalk, heading to the steam room. Standby."
|
||
level.scr_radio[ "afcaves_sc3_oncatwalk" ] = "afcaves_sc3_oncatwalk";
|
||
|
||
// "Top of the staircase - he's mine."
|
||
level.scr_radio[ "afcaves_pri_topofstairs" ] = "afcaves_pri_topofstairs";
|
||
|
||
// "Never mind, then."
|
||
level.scr_radio[ "afcaves_pri_nevermind" ] = "afcaves_pri_nevermind";
|
||
|
||
// "Oxide, Disciple Six at the steam room. No sign of Five, over."
|
||
level.scr_radio[ "afcaves_sc3_atsteamroom" ] = "afcaves_sc3_atsteamroom";
|
||
|
||
// "Disciple Six, assume possible enemy infiltration. Go dark, breach and clear."
|
||
level.scr_radio[ "afcaves_schq_godark" ] = "afcaves_schq_godark";
|
||
|
||
// "Sounds like we're gonna meet 'em head on, Soap."
|
||
level.scr_radio[ "afcaves_pri_meetemheadon" ] = "afcaves_pri_meetemheadon";
|
||
|
||
// "Here we go - get ready."
|
||
level.scr_radio[ "afcaves_pri_getready" ] = "afcaves_pri_getready";
|
||
|
||
// Shadow Company Leader: "Move in."
|
||
level.scr_radio[ "scl_movein" ] = "afcaves_scl_movein";
|
||
|
||
// "Door charge planted. Ready to breach."
|
||
level.scr_radio[ "afcaves_sc3_chargeplanted" ] = "afcaves_sc3_chargeplanted";
|
||
|
||
// "Hit it."
|
||
level.scr_radio[ "afcaves_scl_hitit" ] = "afcaves_scl_hitit";
|
||
|
||
// "Breaching, breaching!"
|
||
level.scr_radio[ "afcaves_sc3_breaching" ] = "afcaves_sc3_breaching";
|
||
|
||
// "Foxtrot element, sweep left."
|
||
level.scr_radio[ "afcaves_scl_foxtrotelement" ] = "afcaves_scl_foxtrotelement";
|
||
|
||
// "Search pattern Echo Charlie. Go."
|
||
level.scr_radio[ "afcaves_scl_patternecho" ] = "afcaves_scl_patternecho";
|
||
|
||
// "Door area clear."
|
||
level.scr_radio[ "afcaves_sc3_areaclear" ] = "afcaves_sc3_areaclear";
|
||
|
||
// "Check your corners."
|
||
level.scr_radio[ "afcaves_scl_checkcorners" ] = "afcaves_scl_checkcorners";
|
||
|
||
// "They're here! Open fire!"
|
||
level.scr_radio[ "afcaves_scl_theyrehere" ] = "afcaves_scl_theyrehere";
|
||
|
||
// "Stay frosty, hunt them down!"
|
||
level.scr_radio[ "afcaves_scl_huntthemdown" ] = "afcaves_scl_huntthemdown";
|
||
|
||
// "Go loud! Open fire!"
|
||
level.scr_radio[ "afcaves_pri_goloud" ] = "afcaves_pri_goloud";
|
||
|
||
// "Disciple Nine, your rear guard just flatlined!"
|
||
level.scr_radio[ "afcaves_schq_flatlined" ] = "afcaves_schq_flatlined";
|
||
|
||
// "Not possible. We just cleared that area. (snort) Nobody's that good Oxi-"
|
||
level.scr_radio[ "afcaves_sc3_notpossible" ] = "afcaves_sc3_notpossible";
|
||
|
||
// "It's Price."
|
||
level.scr_radio[ "afcaves_shp_itsprice" ] = "afcaves_shp_itsprice";
|
||
|
||
// "Backup priority items and burn the rest. Fire teams - just delay 'em until we're ready to pull out."
|
||
level.scr_radio[ "afcaves_shp_burntherest" ] = "afcaves_shp_burntherest";
|
||
|
||
|
||
//CAVERN
|
||
//* Price: "We gotta take out those sentry guns!"
|
||
//level.scr_radio[ "pri_takeoutsentry" ] = "afcaves_pri_takeoutsentry";
|
||
|
||
//* Price: "I got a visual on Shepherd! He's getting away! Head for that door to the northwest! Go! Go!"
|
||
level.scr_radio[ "pri_gettingaway" ] = "afcaves_pri_gettingaway";
|
||
|
||
//* Shadow Company 2: "We're gonna tear you a new one MacTavish<73>"
|
||
//level.scr_radio[ "sc2_tearyou" ] = "afcaves_sc2_tearyou";
|
||
|
||
//* Price: "Soap, get in position to breach!"
|
||
level.scr_radio[ "pri_positiontobreach" ] = "afcaves_pri_positiontobreach";
|
||
|
||
//* Price: "Do it."
|
||
level.scr_radio[ "pri_doit" ] = "afcaves_pri_doit";
|
||
|
||
|
||
//AIRSTRIP
|
||
//* Shepherd: "Have your men stay with me."
|
||
level.scr_radio[ "shp_menstaywithme" ] = "afcaves_shp_menstaywithme";
|
||
|
||
//* Shepherd: "Leave two squads to cover the entrance."
|
||
level.scr_radio[ "shp_twosquads" ] = "afcaves_shp_twosquads";
|
||
|
||
//* Lieutenant: "Yes sir!."
|
||
level.scr_radio[ "lnt_yessir3" ] = "afcaves_lnt_yessir3";
|
||
|
||
//* Price: "There he is! He's gone into the tunnel to the southwest!"
|
||
level.scr_radio[ "pri_intothetunnel" ] = "afcaves_pri_intothetunnel";
|
||
|
||
//* Shepherd: "Call in some air support!"
|
||
level.scr_radio[ "shp_airsupport" ] = "afcaves_shp_airsupport";
|
||
|
||
//* Lieutenant: "Little Bird inbound now."
|
||
level.scr_radio[ "lnt_littlebirdinbound" ] = "afcaves_lnt_littlebirdinbound";
|
||
|
||
//* Price: Heads up Soap! Helicopter coming in fast from the west!
|
||
level.scr_radio[ "pri_gonnagetaway" ] = "afcaves_pri_gonnagetaway";
|
||
|
||
//* Price: "Take out that helicopter!!"
|
||
level.scr_radio[ "pri_takeoutheli" ] = "afcaves_pri_takeoutheli";
|
||
|
||
//* Price: "Soap, regroup on me! He went through this tunnel, let's go!"
|
||
level.scr_radio[ "pri_regrouponme" ] = "afcaves_pri_regrouponme";
|
||
|
||
//* Price: "Keep moving!"
|
||
level.scr_radio[ "pri_keepmoving" ] = "afcaves_pri_keepmoving";
|
||
|
||
//* Price: "Move up!"
|
||
level.scr_radio[ "pri_moveup1" ] = "afcaves_pri_moveup1";
|
||
} |