nx1-gsc-dump/maps/nx_rocket_section_crash.gsc

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//****************************************************************************
// **
// 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 );
}