mirror of
https://github.com/reaaLx/nx1-gsc-dump.git
synced 2025-04-19 07:42:54 +00:00
219 lines
7.6 KiB
Plaintext
219 lines
7.6 KiB
Plaintext
|
||
//****************************************************************************
|
||
// **
|
||
// Confidential - (C) Activision Publishing, Inc. 2010 **
|
||
// **
|
||
//****************************************************************************
|
||
// **
|
||
// Module: NX_ROCKET_SECTION_ **
|
||
// **
|
||
// Created: 7/13/2011 - **
|
||
// **
|
||
//****************************************************************************
|
||
|
||
#include maps\_utility;
|
||
#include common_scripts\utility;
|
||
#include maps\_anim;
|
||
#include maps\_vehicle;
|
||
#include maps\_hud_util;
|
||
|
||
//*******************************************************************
|
||
// *
|
||
//*******************************************************************
|
||
start()
|
||
{
|
||
maps\nx_rocket_section_intro::start_railgun_ride( "heli_start_ride_nuke", "cinematic" );
|
||
|
||
// Setup jump to start objectives
|
||
// "Destroy launch site Alpha"
|
||
Objective_Add( obj( "OBJ_DESTROY_BASE_ALPHA" ), "done", &"NX_ROCKET_OBJ_BASE_ALPHA" );
|
||
|
||
// "Destroy launch site Delta"
|
||
Objective_Add( obj( "OBJ_DESTROY_BASE_DELTA" ), "done", &"NX_ROCKET_OBJ_BASE_DELTA" );
|
||
|
||
// "Destroy launch site November"
|
||
Objective_Add( obj( "OBJ_DESTROY_LAUNCHING_ROCKETS" ), "active", &"NX_ROCKET_OBJ_LAUNCHING_ROCKETS" );
|
||
|
||
// Start some low power rumble to simulate chopper bumps
|
||
thread maps\nx_rocket_util::slightly_vibrate_camera();
|
||
|
||
level.playerHeli Vehicle_SetSpeed( 60 );
|
||
|
||
level.playerHeli maps\nx_rocket_util::intro_chopper_allies_setup();
|
||
|
||
}
|
||
|
||
main()
|
||
{
|
||
// SAVE POINT
|
||
level thread autosave_now();
|
||
|
||
// Actors no longer shoot blanks
|
||
anim.shootEnemyWrapper_func = animscripts\utility::ShootEnemyWrapper_shootNotify;
|
||
|
||
// Temporary - complete the objective
|
||
flag_set( "base_delta_destroyed" );
|
||
|
||
flag_wait( "crash_section_transition" );
|
||
|
||
thread vignette_dialogue();
|
||
|
||
// Railgun section is over, turn it all off
|
||
maps\nx_rocket_railgun::disable_railgun();
|
||
level notify( "railgun_complete" );
|
||
|
||
// Turn off player god
|
||
level._player notify( "stop_god_mode" );
|
||
//level._player disableinvulnerability();
|
||
|
||
level.playerheli thread maps\nx_rocket_util::heli_start_path( "crash_heli_start", "targetname" );
|
||
|
||
flag_wait( "vignette_nuke_crash" );
|
||
//flag_set( "music_chk_crash" );
|
||
|
||
maps\nx_rocket_anim::nuke_and_crash(
|
||
level.playerHeli,
|
||
level.squad[ "ALLY_JENKINS" ],
|
||
level.squad[ "ALLY_BAKER" ],
|
||
level.squad[ "ALLY_WILLIAMS" ]
|
||
);
|
||
/*
|
||
///// GREENLIGHT: End the mission here /////
|
||
level._player EnableInvulnerability(); // Because the player falls to his death once the anim is done
|
||
SoundFade(1);
|
||
//thread fadeout_heli_sfx();
|
||
level._player DisableWeapons();
|
||
level._player FreezeControls(true);
|
||
black_overlay = create_client_overlay( "black", 1 );
|
||
wait 6.1;
|
||
nextmission();
|
||
wait 12.0;
|
||
////////////////////////////////////////////
|
||
*/
|
||
|
||
// // Goes untill the path is over
|
||
// level.playerHeli waittill( "reached_dynamic_path_end" );
|
||
|
||
//
|
||
// // Vehicle crashes and player dismounts
|
||
// level.playerHeli maps\_nx_blackhawk_minigun::player_dismount_blackhawk_turret();
|
||
// level._player unlink();
|
||
//
|
||
// // Railgun section is over, turn it all off
|
||
// maps\nx_rocket_railgun::disable_railgun();
|
||
// level notify( "railgun_complete" );
|
||
//
|
||
// level.playerHeli vehicle_stoppath();
|
||
// level.playerHeli suspend_drive_anims_for_vignette();
|
||
//
|
||
// maps\nx_rocket_anim::crash_nuke( level.playerHeli );
|
||
//
|
||
// thread vignette_allies_falling();
|
||
// maps\nx_rocket_anim::crash_blackhawk( level.squad[ "ALLY_BAKER" ], level.squad[ "ALLY_WILLIAMS" ], level.squad[ "ALLY_JENKINS" ], level.playerHeli );
|
||
|
||
}
|
||
|
||
fadeout_heli_sfx()
|
||
{
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
thread maps\_utility::set_ambient( "nx_rocket_heli_intro_silent" );
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
thread maps\_utility::set_ambient( "nx_rocket_heli_intro_silent" );
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
level._player setchannelvolumes( "snd_channelvolprio_level", "nx_rocket_fadein", 2 );
|
||
wait 0.1;
|
||
}
|
||
|
||
vignette_allies_falling()
|
||
{
|
||
wait 6.766;
|
||
maps\nx_rocket_anim::crash_falling();
|
||
}
|
||
|
||
//*******************************************************************
|
||
// *
|
||
// *
|
||
//*******************************************************************
|
||
section_precache()
|
||
{
|
||
}
|
||
|
||
|
||
section_flag_inits()
|
||
{
|
||
flag_init( "base_echo_exit" );
|
||
}
|
||
|
||
vignette_dialogue()
|
||
{
|
||
// USED TO ATTACH SOUNDS TO CHARACTERS.
|
||
baker = level.squad[ "ALLY_BAKER" ];
|
||
jenkins = level.squad[ "ALLY_JENKINS" ];
|
||
williams = level.squad[ "ALLY_WILLIAMS" ];
|
||
|
||
// DELAY TIME USED FOR DIALOG SYNCING.
|
||
wait 5.8;
|
||
|
||
// "Deadeye 1, proceed to grid square 8-6 Actual and scan for additional targets."
|
||
level thread play_dialogue( "roc_dra_nuke_ded1proceed86actual", 1 );
|
||
|
||
// "Copy Dragon, turning for 8-6 Actual."
|
||
level thread play_dialogue( "roc_ded1_nuke_turningfor86actual", 6.25 );
|
||
|
||
// "Dragon, we have visual track on cruise missiles headed your way!"
|
||
level thread play_dialogue( "roc_ded1_nuke_cruisemissiles", 15.1 );
|
||
|
||
// "Fleet wide flash alarm!<21> All ships activate point defense systems...."
|
||
level thread play_dialogue( "roc_dra_nuke_fleetwideflashalarm", 18.2 );
|
||
|
||
// "Stay on guns!<21> We're not done Zulu! Get us the fuck out of here!"
|
||
baker thread play_dialogue( "roc_bak_nuke_stayongunsnotdone", 26.5 );
|
||
|
||
// "HANG ON!"
|
||
// williams thread play_dialogue( "roc_wil_nuke_hangon", 25 );
|
||
|
||
// "We've lost rotor control!"
|
||
level thread play_dialogue( "roc_ded1_nuke_lostrotorcontrol", 36.1 );
|
||
|
||
// "Mayday Mayday!"
|
||
level thread play_dialogue( "roc_ded1_nuke_mayday", 37 );
|
||
|
||
// "Brace for impact!"
|
||
level thread play_dialogue( "roc_ded1_nuke_braceforimpact", 39.75 );
|
||
}
|