nx1-gsc-dump/maps/nx_border_audio.gsc

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//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2011 **
// **
//****************************************************************************
// **
// Module: Audio Support **
// **
// Created: 11/11/11 - Travis Chen (trchen x 4143) **
// **
//****************************************************************************
//This is the mission's _audio.gsc
//All audio scripts should be put into this file
#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_nx_utility;
#include maps\nx_border_util;
flag_inits()
{
//DR: needed for music cues
//examples, for copying and pasting:
flag_init( "music_battle_start" );
flag_init( "music_chk_border" );
flag_init( "music_chk_streets" );
flag_init( "music_chk_market" );
flag_init( "music_chk_church");
flag_init( "helicopter_reveal");
}
// Mission specific music thread
mission_music()
{
//Set the music flags for this start point
jump_to_music_flag_setup();
//Now jump to the start point that we just started, and roll from there.
//example scripts below
switch ( level._start_point )
{
// Game will jump to the jump to checkpoint selected and continue execution from there
case "default":
case "border":
{
thread maps\_utility::set_ambient( "amb_border_ext_intro" );
flag_wait( "music_chk_border" );
if( !flag( "music_chk_streets" ) )
{
//wait ( 25.0 );
}
flag_wait( "music_battle_start" );
thread maps\_utility::set_ambient( "amb_border_ext" );
play_music_loop_infinite("mus_border_battle");
}
case "streets":
{
thread maps\_utility::set_ambient( "amb_border_ext" );
//play_music_num_times("mus_lava_battle", 2, 2);
}
case "market":
{
thread maps\_utility::set_ambient( "amb_border_ext" );
//play_music_num_times("mus_lava_battle", 2, 2);
}
case "church":
{
thread maps\_utility::set_ambient( "amb_border_ext" );
//play_music_num_times("mus_lava_battle", 2, 2);
}
}
}
jump_to_music_flag_setup()
{
//This script will set music flags for whichever checkpoint the game last started on,
//so that the music can pick up and continue from there on out
//this gets run at the beginning of the level, and anytime the user debugs
//to any checkpoint.
//example below, for copying and pasting
jump_to = level._start_point;
// Return if this is the current checkpoint
// Thus, sets all flags up to a given checkpoint
//DR: in order to turn off music, comment out this next line
flag_set( "music_chk_border" );
if (jump_to == "default")
return;
if (jump_to == "border")
return;
flag_set( "vo_border_section_done");
flag_set( "music_chk_streets" );
flag_set( "music_battle_start" );
if (jump_to == "streets")
return;
flag_set( "music_chk_market" );
if (jump_to == "market")
return;
flag_set( "music_chk_church" );
flag_set( "helicopter_reveal" );
if (jump_to == "church")
return;
}