fix: format
parent
93a2a27df1
commit
f7eed4ac86
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@ -1983,7 +1983,7 @@ wait_for_flag_or_time_elapses( flagname, timer )
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=============
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=============
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///ScriptDocBegin
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///ScriptDocBegin
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"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
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"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
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"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don’t have to thread it off. delaycall is that smart!"
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"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don<EFBFBD>t have to thread it off. delaycall is that smart!"
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"Module: Utility"
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"Module: Utility"
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"MandatoryArg: <delay> : The delay before the function occurs"
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"MandatoryArg: <delay> : The delay before the function occurs"
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"MandatoryArg: <function> : The function to run."
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"MandatoryArg: <function> : The function to run."
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@ -185,21 +185,21 @@ init_sounds()
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add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
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add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
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add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
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add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
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add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
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add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light ‘em up.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <EFBFBD>em up.
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add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
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add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
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add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
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add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke ‘em.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <EFBFBD>em.
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add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
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add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
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add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
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add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he’s moving again.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<EFBFBD>s moving again.
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add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
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add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
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add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
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add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
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add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
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add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
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add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
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add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy’s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<EFBFBD>s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
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add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
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add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
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@ -179,7 +179,7 @@
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{
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{
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play "mouse_click";
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play "mouse_click";
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escape "self";
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escape "self";
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uiScript "ApplyMap"
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uiScript "ApplyMap";
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close "settings_map";
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close "settings_map";
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close "self";
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close "self";
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}
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}
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