304 lines
16 KiB
Plaintext
304 lines
16 KiB
Plaintext
#include maps\_anim;
|
||
#include maps\_utility;
|
||
#include common_scripts\utility;
|
||
|
||
main()
|
||
{
|
||
tunnels();
|
||
whitehouse();
|
||
whitehouse_script_model();
|
||
player_animations();
|
||
whitehouse_door();
|
||
tunnels_door();
|
||
}
|
||
|
||
#using_animtree( "generic_human" );
|
||
|
||
tunnels()
|
||
{
|
||
level.scr_anim[ "generic" ][ "combatwalk_F_spin" ] = %combatwalk_F_spin;
|
||
|
||
level.scr_anim[ "dunn" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_soldier;
|
||
level.scr_anim[ "dunn" ][ "hunted_woundedhostage_check_soldier_end" ] = %hunted_woundedhostage_check_soldier_end;
|
||
|
||
// Huah.
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_huah3" ] = "dcemp_cpd_huah3";
|
||
// Check out the seal on this door...I thought the President's bunker was under the West Wing.
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_westwing" ] = "dcemp_cpd_westwing";
|
||
// Well, real or not, this place is history man. Hope they got out in time.
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_placeishistory" ] = "dcemp_cpd_placeishistory";
|
||
|
||
// Cut the chatter. Ramirez, take point.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_cutchatter" ] = "dcemp_fly_cutchatter";
|
||
// No, that's just for tourists. This must be the real thing. Open it up.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_fortourists" ] = "dcemp_fly_fortourists";
|
||
|
||
// Feet dry.
|
||
level.scr_sound[ "marine1" ][ "dcemp_ar1_feetdry" ] = "dcemp_ar1_feetdry";
|
||
|
||
// Let's go! Let's go!
|
||
level.scr_sound[ "generic" ][ "dcemp_ar2_letsgo" ] = "dcemp_ar2_letsgo";
|
||
|
||
// Hustle up! Get to the Whiskey Hotel! Move!
|
||
level.scr_sound[ "generic" ][ "dcemp_ar3_hustleup" ] = "dcemp_ar3_hustleup";
|
||
level.scr_face[ "generic" ][ "dcemp_ar3_hustleup" ] = %dcemp_ar3_hustleup;
|
||
// Come on, let's go people! This way!
|
||
level.scr_sound[ "generic" ][ "dcemp_ar3_thisway" ] = "dcemp_ar3_thisway";
|
||
// Move! Move! Get to the Whiskey Hotel!
|
||
level.scr_sound[ "generic" ][ "dcemp_ar3_movemove" ] = "dcemp_ar3_movemove";
|
||
|
||
level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_check" ] = %hunted_woundedhostage_check_hostage;
|
||
level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_idle_start" ][0] = %hunted_woundedhostage_idle_start;
|
||
level.scr_anim[ "dead_guy" ][ "hunted_woundedhostage_idle_end" ] = %hunted_woundedhostage_idle_end;
|
||
|
||
level.scr_anim[ "generic" ][ "death_sitting_pose_v1" ] = %death_sitting_pose_v1;
|
||
|
||
level.scr_anim[ "generic" ][ "tunnel_door_open_guy" ] = %cargoship_open_cargo_guyL;
|
||
|
||
level.scr_anim[ "dunn" ][ "DCemp_door_sequence" ] = %DCemp_door_sequence_dunn;
|
||
level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_approch" ] = %DCemp_door_sequence_foley_approch;
|
||
level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_idle" ][0] = %DCemp_door_sequence_foley_idle;
|
||
level.scr_anim[ "foley" ][ "DCemp_door_sequence_foley_wave" ] = %DCemp_door_sequence_foley_wave;
|
||
|
||
// Check out the seal on this door...I thought the President's bunker was under the West Wing.
|
||
addNotetrack_dialogue( "dunn", "dcemp_cpd_westwing_ps", "DCemp_door_sequence" , "dcemp_cpd_westwing" );
|
||
addNotetrack_flag( "dunn" , "foley_dialogue", "tunnels_foley_dialogue", "DCemp_door_sequence" );
|
||
// Well, real or not, this place is history man. Hope they got out in time.
|
||
addNotetrack_dialogue( "dunn", "dcemp_cpd_placeishistory_ps", "DCemp_door_sequence" , "dcemp_cpd_placeishistory" );
|
||
|
||
// Tunnel wave on - TEMP
|
||
level.scr_anim[ "generic" ][ "wave_on" ][0] = %dcemp_guard_wave;
|
||
//Go go go!!!
|
||
level.scr_sound[ "generic" ][ "gogogo" ] = "dcemp_fly_gogogo";
|
||
//Don't stop!! Keep moving!!
|
||
level.scr_sound[ "generic" ][ "keep_moving" ] = "dcemp_fly_dontstop";
|
||
}
|
||
|
||
whitehouse()
|
||
{
|
||
// Keep hitting 'em with the Two-Forty Bravos! Get more men moving on the left flank!
|
||
level.scr_sound[ "marshall" ][ "dcemp_cml_moremen" ] = "dcemp_cml_moremen";
|
||
|
||
// Sounds like the party's already started.
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_partystarted" ] = "dcemp_cpd_partystarted";
|
||
// Hey, there's a radio over here! The transmitter's not working, but I'm getting something!
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_radiooverhere" ] = "dcemp_cpd_radiooverhere";
|
||
// What the hell are they talking about?
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_talkingabout" ] = "dcemp_cpd_talkingabout";
|
||
// What happens now?
|
||
level.scr_sound[ "dunn" ][ "dcemp_cpd_happensnow" ] = "dcemp_cpd_happensnow";
|
||
|
||
// Roger that. Stay frosty.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_rogerstayfrosty" ] = "dcemp_fly_rogerstayfrosty";
|
||
//Work your way to the left!!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_workyourwayleft" ] = "dcemp_fly_workyourwayleft";
|
||
//Ramirez, let's go!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_ramirezgo" ] = "dcemp_fly_ramirezgo";
|
||
//Move up! We gotta take the left flank!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_takeleftflank" ] = "dcemp_fly_takeleftflank";
|
||
//We need to punch through right here!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_punchthrough" ] = "dcemp_fly_punchthrough";
|
||
//Take out those machine guns!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_machineguns" ] = "dcemp_fly_machineguns";
|
||
//Hammer Down means they're gonna flatten the city - we gotta get to the roof and stop 'em!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_flattenthecity" ] = "dcemp_fly_flattenthecity";
|
||
//We got less than two minutes, let's go!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_lessthantwomins" ] = "dcemp_fly_lessthantwomins";
|
||
// 30 seconds! We gotta get to the roof now!! Go! Go!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_30seconds" ] = "dcemp_fly_30seconds";
|
||
// One minute! Go go go!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_60seconds" ] = "dcemp_fly_60seconds";
|
||
// 90 seconds! We got to push through.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_90seconds" ] = "dcemp_fly_90seconds";
|
||
// Pop the flares!!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_poptheflares" ] = "dcemp_fly_poptheflares";
|
||
//This war ain't over yet Corporal...all we did was level the playing field.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_waraintover" ] = "dcemp_fly_waraintover";
|
||
//Everyone back downstairs. Let's try and get the transmitter working on that radio.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_backdownstairs" ] = "dcemp_fly_backdownstairs";
|
||
|
||
//This is Cujo-Five-One to any friendly units in D.C.: Hammer Down is in effect, I repeat, Hammer Down is in effect.
|
||
level.scr_radio[ "dcemp_fp1_hammerdown" ] = "dcemp_fp1_hammerdown";
|
||
//If you can receive this transmission, you are in a hardened high-value structure.
|
||
level.scr_radio[ "dcemp_fp1_highvalue" ] = "dcemp_fp1_highvalue";
|
||
//Deploy green flares on the roof of this structure to indicate you are still combat effective.
|
||
level.scr_radio[ "dcemp_fp1_greenflares" ] = "dcemp_fp1_greenflares";
|
||
//We will abort our mission on direct visual contact with this countersign.
|
||
level.scr_radio[ "dcemp_fp1_willabort" ] = "dcemp_fp1_willabort";
|
||
//Two minutes to weapons release.
|
||
level.scr_radio[ "dcemp_fp1_2minutes" ] = "dcemp_fp1_2minutes";
|
||
//Ninety seconds to weapons release.
|
||
level.scr_radio[ "dcemp_fp1_90secs" ] = "dcemp_fp1_90secs";
|
||
//1 minute to weapons release.
|
||
level.scr_radio[ "dcemp_fp1_1minute" ] = "dcemp_fp1_1minute";
|
||
//Thirty seconds to weapons release.
|
||
level.scr_radio[ "dcemp_fp1_30secs" ] = "dcemp_fp1_30secs";
|
||
//(garble)...target package Whiskey Hotel Zero-One has been authorized....roger...passing IP Buick...standby<62>
|
||
level.scr_radio[ "dcemp_fp1_beenauthorized" ] = "dcemp_fp1_beenauthorized";
|
||
//Bombs away bombs away.
|
||
level.scr_radio[ "dcemp_fp1_bombsaway" ] = "dcemp_fp1_bombsaway";
|
||
//Countersign detected at the Whiskey Hotel! Abort abort!!
|
||
level.scr_radio[ "dcemp_fp1_abortabort" ] = "dcemp_fp1_abortabort";
|
||
//Cujo 5-1 to friendly ground units at the Whiskey Hotel - that was a close one.
|
||
level.scr_radio[ "dcemp_fp1_closeone" ] = "dcemp_fp1_closeone";
|
||
//We're sending word back to HQ, stay alive down there. Cujo 5-1 out.
|
||
level.scr_radio[ "dcemp_fp1_wordtohq" ] = "dcemp_fp1_wordtohq";
|
||
//We got a countersign! Abort mission!
|
||
level.scr_radio[ "dcemp_fp2_abortmission" ] = "dcemp_fp2_abortmission";
|
||
//Aborting weapons release! Rolling out!
|
||
level.scr_radio[ "dcemp_fp3_rollingout" ] = "dcemp_fp3_rollingout";
|
||
//Roger, weapons on safe! Aborting mission!
|
||
level.scr_radio[ "dcemp_fp4_abortingmission" ] = "dcemp_fp4_abortingmission";
|
||
|
||
//Cujo 5-1 to friendly ground units - that was a close one. Stay alive down there. Cujo 5-1 out.
|
||
level.scr_radio[ "dcemp_fp1_closeone2" ] = "dcemp_fp1_closeone";
|
||
|
||
|
||
// rappel - TEMP
|
||
level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_1" ][ 0 ] = %launchfacility_a_rappel_idle_1;
|
||
level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_2" ][ 0 ] = %launchfacility_a_rappel_idle_2;
|
||
level.scr_anim[ "rappel_guy" ][ "rappel_stand_idle_3" ][ 0 ] = %launchfacility_a_rappel_idle_3;
|
||
level.scr_anim[ "rappel_guy" ][ "rappel_drop" ] = %launchfacility_a_rappel_1;
|
||
|
||
// door kick
|
||
level.scr_anim[ "generic" ][ "doorburst_wave" ] = %doorburst_wave;
|
||
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start_idle" ][0] = %dcemp_flare_reshoot_start_idle;
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start" ] = %dcemp_flare_reshoot_start;
|
||
addNotetrack_attach( "flare_guy" , "attach flare" , "mil_emergency_flare", "tag_inhand", "dcemp_flare_reshoot_start" );
|
||
addNotetrack_customFunction( "flare_guy", "start flare", maps\dc_whitehouse_code::flare_fx_start, "dcemp_flare_reshoot_start" );
|
||
addNotetrack_flag( "flare_guy" , "attach flare" , "flareguy_flare_popped", "dcemp_flare_reshoot_start" );
|
||
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_end" ] = %dcemp_flare_reshoot_end;
|
||
addNotetrack_flag( "flare_guy" , "detach flare" , "flare_guy_drop_flares", "dcemp_flare_reshoot_end" );
|
||
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_reshoot_start_short" ] = %dcemp_flare_reshoot_start_short;
|
||
addNotetrack_attach( "flare_guy" , "attach flare" , "mil_emergency_flare", "tag_inhand", "dcemp_flare_reshoot_start_short" );
|
||
addNotetrack_customFunction( "flare_guy", "start flare", maps\dc_whitehouse_code::flare_fx_start, "dcemp_flare_reshoot_start_short" );
|
||
addNotetrack_flag( "flare_guy" , "attach flare" , "flareguy_flare_popped", "dcemp_flare_reshoot_start_short" );
|
||
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][0] = %casual_stand_idle;
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][1] = %casual_stand_idle_twitch;
|
||
level.scr_anim[ "flare_guy" ][ "dcemp_flare_idle" ][2] = %casual_stand_idle_twitchB;
|
||
|
||
// run
|
||
level.scr_anim[ "flare_guy" ][ "whitehouse_ending_runuphill" ] = %whitehouse_ending_runuphill; // run cycle
|
||
|
||
level.scr_anim[ "marshall" ][ "DCemp_whitehouse_briefing" ] = %DCemp_whitehouse_briefing_marshall;
|
||
level.scr_anim[ "marshall" ][ "DCemp_whitehouse_briefing_idle" ][0] = %DCemp_whitehouse_briefing_marshall_idle;
|
||
level.scr_anim[ "foley" ][ "DCemp_whitehouse_briefing" ] = %DCemp_whitehouse_briefing_foley;
|
||
|
||
// Sir, what's the situation here?
|
||
addNotetrack_dialogue( "foley" , "dcemp_fly_situationhere_ps" , "DCemp_whitehouse_briefing" , "dcemp_fly_situationhere" );
|
||
// You're lookin' at the 'high ground' Sergeant! There's still power in the Whiskey Hotel!
|
||
addNotetrack_dialogue( "marshall" , "dcemp_cml_highground_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_highground" );
|
||
// That means we still have a way to talk to Central Command IF we can retake it!
|
||
addNotetrack_dialogue( "marshall" , "dcemp_cml_retakeit_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_retakeit" );
|
||
// Now get your squad movin' up the left flank! Go!
|
||
addNotetrack_dialogue( "marshall" , "dcemp_cml_getyoursquad_ps" , "DCemp_whitehouse_briefing" , "dcemp_cml_getyoursquad" );
|
||
// Roger that! Squad! Let's go! We're oscar mike!
|
||
addNotetrack_dialogue( "foley" , "dcemp_fly_squadoscarmike_ps" , "DCemp_whitehouse_briefing" , "dcemp_fly_squadoscarmike" );
|
||
// note track for when to start moving towards the wh entrance.
|
||
addNotetrack_flag( "marshall" , "dcemp_cml_getyoursquad_ps" , "whitehouse_moveout" , "DCemp_whitehouse_briefing" );
|
||
addNotetrack_flag( "marshall" , "dcemp_cml_getyoursquad_ps" , "music_cue" , "DCemp_whitehouse_briefing" );
|
||
|
||
level.scr_anim[ "foley" ][ "dcemp_wh_radio_1" ] = %dcemp_wh_radio_1;
|
||
level.scr_anim[ "foley" ][ "dcemp_wh_radio_1_exit" ] = %dcemp_wh_radio_1_exit;
|
||
level.scr_anim[ "foley" ][ "dcemp_wh_radio_1_idle" ][0] = %dcemp_wh_radio_1_idle;
|
||
|
||
level.scr_anim[ "dunn" ][ "dcemp_wh_radio" ] = %dcemp_wh_radio_2;
|
||
|
||
// note track for when to start foleys oval office anim.
|
||
addNotetrack_flag( "dunn" , "folley_dialog" , "oval_office_foley_dialogue" , "dcemp_wh_radio" );
|
||
addNotetrack_flag( "dunn" , "start" , "oval_office_foley_react" , "dcemp_wh_radio" );
|
||
addNotetrack_flag( "dunn" , "fire" , "oval_office_door_open" , "dcemp_wh_radio" );
|
||
|
||
// You reading this?
|
||
level.scr_sound[ "dunn" ][ "dcwhite_cpd_readingthis" ] = "dcwhite_cpd_readingthis";
|
||
// Roger tha.
|
||
level.scr_sound[ "dunn" ][ "dcwhite_cpd_rogerthat" ] = "dcwhite_cpd_rogerthat";
|
||
// Dunn, get the door!
|
||
level.scr_sound[ "foley" ][ "dcwhite_fly_dunngetdoor" ] = "dcwhite_fly_dunngetdoor";
|
||
// Dunn!
|
||
level.scr_sound[ "foley" ][ "dcwhite_fly_dunn" ] = "dcwhite_fly_dunn";
|
||
// Yes, that's why we gota go.
|
||
level.scr_sound[ "foley" ][ "dcwhite_fly_thatswhy" ] = "dcwhite_fly_thatswhy";
|
||
|
||
// drone death anims
|
||
anims = [];
|
||
anims[ "death_explosion_up10" ] = %death_explosion_up10;
|
||
anims[ "death_explosion_left11" ] = %death_explosion_left11;
|
||
anims[ "death_explosion_stand_B_v2" ] = %death_explosion_stand_B_v2;
|
||
|
||
level.drone_death_anims = anims;
|
||
|
||
//Get to the roof! Move!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_gettoroof" ] = "dcemp_fly_gettoroof";
|
||
//Use your flares!!
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_useyourflares" ] = "dcemp_fly_useyourflares";
|
||
|
||
//So when are we goin' to Moscow?
|
||
level.scr_sound[ "flare_guy" ][ "dcemp_ar1_moscow" ] = "dcemp_ar1_moscow";
|
||
level.scr_face[ "flare_guy" ][ "dcemp_ar1_moscow" ] = %dcemp_ar1_moscow;
|
||
|
||
//Not soon enough, man. But I know we're gonna burn it down when we get there.
|
||
level.scr_sound[ "dunn" ][ "dcwhite_cpd_burnitdown" ] = "dcwhite_cpd_burnitdown";
|
||
level.scr_face[ "dunn" ][ "dcwhite_cpd_burnitdown" ] = %dcwhite_cpd_burnitdown;
|
||
|
||
//Huah.
|
||
level.scr_sound[ "flare_guy" ][ "dcwhite_ar1_huah" ] = "dcwhite_ar1_huah";
|
||
level.scr_face[ "flare_guy" ][ "dcwhite_ar1_huah" ] = %dcwhite_ar1_huah;
|
||
|
||
//When the time's right, Corporal. When the time's right.
|
||
level.scr_sound[ "foley" ][ "dcemp_fly_timeisright" ] = "dcemp_fly_timeisright";
|
||
level.scr_face[ "foley" ][ "dcemp_fly_timeisright" ] = %dcemp_fly_timeisright;
|
||
|
||
|
||
}
|
||
|
||
#using_animtree( "script_model" );
|
||
whitehouse_script_model()
|
||
{
|
||
level.scr_animtree[ "rope" ] = #animtree;
|
||
level.scr_model[ "rope" ] = "rappelrope100_ri";
|
||
|
||
level.scr_anim[ "rope" ][ "rappel_stand_idle_1" ][ 0 ] = %launchfacility_a_rappel_idle_1_100ft_rope;
|
||
level.scr_anim[ "rope" ][ "rappel_stand_idle_2" ][ 0 ] = %launchfacility_a_rappel_idle_2_100ft_rope;
|
||
level.scr_anim[ "rope" ][ "rappel_stand_idle_3" ][ 0 ] = %launchfacility_a_rappel_idle_3_100ft_rope;
|
||
level.scr_anim[ "rope" ][ "rappel_drop" ] = %launchfacility_a_rappel_1_100ft_rope;
|
||
|
||
level.scr_animtree[ "painting" ] = #animtree;
|
||
level.scr_model[ "painting" ] = "picture_frame_07_animated";
|
||
level.scr_anim[ "painting" ][ "dcemp_wh_radio" ] = %dcemp_wh_painting;
|
||
}
|
||
|
||
tunnels_door()
|
||
{
|
||
level.scr_animtree[ "tunnel_door" ] = #animtree;
|
||
level.scr_model[ "tunnel_door" ] = "tag_origin";
|
||
level.scr_anim[ "tunnel_door" ][ "DCemp_door_sequence" ] = %DCemp_door_sequence_door;
|
||
}
|
||
|
||
#using_animtree( "player" );
|
||
player_animations()
|
||
{
|
||
level.scr_animtree[ "flare_rig" ] = #animtree;
|
||
level.scr_model[ "flare_rig" ] = "viewhands_player_us_army";
|
||
level.scr_anim[ "flare_rig" ][ "flare" ] = %DCemp_player_flare_wave;
|
||
addNotetrack_flag( "flare_rig", "fx", "flare_start_fx", "flare" );
|
||
addNotetrack_flag( "flare_rig", "fx", "whitehouse_hammerdown_jets_safe", "flare" );
|
||
|
||
level.scr_animtree[ "iss_rig" ] = #animtree;
|
||
level.scr_model[ "iss_rig" ] = "viewhands_player_iss";
|
||
level.scr_anim[ "iss_rig" ][ "ISS_animation" ] = %ISS_player_rotate;
|
||
level.scr_anim[ "iss_rig" ][ "ISS_float_away" ] = %ISS_player_float_away;
|
||
}
|
||
|
||
#using_animtree( "door" );
|
||
whitehouse_door()
|
||
{
|
||
level.scr_animtree[ "door" ] = #animtree;
|
||
level.scr_model[ "door" ] = "com_door_01_handleleft2";
|
||
level.scr_anim[ "door" ][ "shotgunbreach_door_immediate" ] = %shotgunbreach_door_immediate;
|
||
}
|