//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: Skyscraper Exfil Intro Section ** // ** // Created: 11/30/2011 - John Webb ** // ** //**************************************************************************** #include maps\_utility; #include common_scripts\utility; #include maps\_anim; #include maps\_vehicle; //******************************************************************* // * // INTRO * // * //******************************************************************* start() { maps\nx_exfil_util::exfil_setup_allies( "market" ); flag_set( "flag_exfil_intro_temp" ); } //******************************************************************* // * // * //******************************************************************* main() { battlechatter_off( "allies" ); level thread intro_dialogue(); level thread intro_sfx(); level thread start_limp(); flag_wait( "flag_exfil_intro_player_door" ); level._player playsound( "scn_exfil_van_exit_front" ); level._player deactivatechannelvolumes( "snd_channelvolprio_level", 1.0 ); flag_set( "intro_ended" ); // Kick off market logic } //******************************************************************* // * // * //******************************************************************* // Called from nx_exfil.gsc flag_inits() { flag_init( "intro_dialogue_complete" ); flag_init( "intro_ended" ); } //******************************************************************* // * // * //******************************************************************* start_limp() { level endon( "swat_encounter_start" ); level waittill( "introscreen_complete" ); friend_name = level.baker.name; level.baker.name = undefined; // Add some blur as the player is waking up. thread maps\nx_exfil_util::player_random_blur( 15, 3 ); level waittill( "exfil_intro_spawn_finished" ); //player now has control, lets do some stumble and some blur. Don't decay though. thread maps\nx_exfil_util::stumble_walk( 0.18, 6.0, 0.0, 1/1200, undefined, true ); level waittill( "exfil_intro_player_door_finished" ); //display baker's friend name again. level.baker.name = friend_name; //now the player has exited the van, don't stumble or blur, but still walk slow. thread maps\nx_exfil_util::stumble_walk( 0.35, 8.0, 0.0, 1/1200, true ); } //******************************************************************* // * // * //******************************************************************* intro_dialogue() { wait 14.9; level.baker radio_dialogue( "exf_bak_van_youok" ); // Walker, you ok? wait 1.25; level.baker radio_dialogue( "exf_bak_van_gottago" ); // We gotta get scarce. //wait 1.8; flag_wait( "radio_exfil_begin" ); // Waiting for Baker to get into position //level.baker radio_dialogue( "exf_bak_van_needexfil" ); // Overlord, we need an exit NOW! level.baker radio_dialogue( "exf_bak_intro_requestingexfil" ); // Overlord, Whiskey acquired, requesting exfil //add_dialogue_line( "OVERLORD", "Zulu Birds are 5 marks out. Recommend exfil north-northwest.", "yellow", 3.0 ); radio_dialogue( "exf_ovl_van_zulubird" ); level.baker radio_dialogue( "exf_bak_van_solidcopy" ); // Solid copy Overlord. Out. wait 1.2; //level.baker radio_dialogue( "exf_bak_intro_switchingtomic" ); //switching to mic //radio_dialogue( "exf_bak_van_easyday" ); flag_set( "intro_dialogue_complete" ); } //******************************************************************* // * // * //******************************************************************* intro_sfx() { exfil_intro_sfx = spawn( "sound_emitter", ( 0, 0, 1 ) ); exfil_intro_sfx PlaySound( "scn_exfil_intro" ); thread emitter_sounds(); level._player setchannelvolumes( "snd_channelvolprio_level", "nx_exfil_intro", 0.1 ); wait 9.5; thread maps\_utility::set_ambient( "nx_exfil_amb01" ); level._player setchannelvolumes( "snd_channelvolprio_level", "nx_exfil_intro", 0.1 ); } emitter_sounds() { level.dogs_barking = spawn( "sound_emitter", ( 3600, 1240, 260 ) ); level.dogs_barking PlayloopSound( "emt_exfil_dogs" ); engine_cool = spawn( "sound_emitter", ( -670, -2660, 40 ) ); engine_cool PlayloopSound( "emt_exfil_engine_cool" ); car_alarm_sfx = spawn( "sound_emitter", ( -600, -3700, 34 ) ); car_alarm_sfx PlayloopSound( "emt_exfil_car_alarm" ); wait 5; engine_cool setsoundvolume( "emt_exfil_engine_cool", 0, 5 ); car_alarm_sfx setsoundvolume( "emt_exfil_car_alarm", 7, 5 ); }