nx1-gsc-dump/maps/nx_exfil_audio.gsc

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//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2011 **
// **
//****************************************************************************
// **
// Module: Audio Support **
// **
// Created: 8/2/2011 - David Rowe **
// **
//****************************************************************************
//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_exfil_util;
flag_inits()
{
//DR: needed for music cues
//examples, for copying and pasting:
flag_init( "music_intro" );
flag_init( "music_market_start" );
flag_init( "music_market_end" );
flag_init( "music_street_start" );
flag_init( "music_street_end" );
}
// 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 "intro":
{
}
case "market":
{
flag_wait( "music_market_start" );
wait 4.0;
//iprintlnbold ( "MUSIC MARKET START" );
play_music_loop_infinite("mus_nx_exfil_battle_01");
//flag_wait ( "music_market_end" );
//music_stop (2);
}
case "street":
{
flag_wait( "music_street_start" );
//wait 2.5;
//iprintlnbold ( "MUSIC STREET START" );
play_music_loop_infinite("mus_nx_exfil_battle_02");
flag_wait ( "music_street_end" );
//iprintlnbold ( "MUSIC STREET END" );
music_stop (7);
}
}
}
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_intro" );
if (jump_to == "default")
return;
if (jump_to == "intro")
return;
if (jump_to == "market")
return;
flag_set( "music_street_start" );
if (jump_to == "street")
return;
}
police_bullhorn_vo()
{
self endon( "death" );
wait 2.0;
xfade_time = 2.0;
soundent = spawn( "sound_emitter", self.origin );
soundent linkto( self );
soundent1 = spawn( "sound_emitter", self.origin );
soundent1 linkto( self );
soundent2 = spawn( "sound_emitter", self.origin );
soundent2 linkto( self );
soundent playloopsound("emt_exfil_helicopter_speaker");
soundent1 playloopsound("emt_exfil_helicopter_speaker_close");
soundent2 playloopsound("emt_exfil_helicopter_speaker_baker");
thread police_bullhorn_vo_cleanup( soundent, soundent1, soundent2 );
while ( 1 )
{
if ( self.spotTarget == level._player )
{
//iprintlnbold("Found The Player!!!!!");
soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, xfade_time );
soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", 3, xfade_time );
soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, xfade_time );
}
else if ( self.spotTarget == level.allies[ "ally1" ] )
{
//iprintlnbold("Found Baker!!!!!");
soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, xfade_time );
soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, xfade_time );
soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -3, xfade_time );
}
else //play the distant loop
{
//iprintlnbold("Who? Where?!?!?!?");
soundent setsoundvolume( "emt_exfil_helicopter_speaker", -3, xfade_time );
soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, xfade_time );
soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, xfade_time );
}
wait xfade_time + 0.7;
}
}
police_bullhorn_vo_cleanup( soundent, soundent1, soundent2 )
{
self waittill ( "death" );
//iprintlnbold("killing sound due helo death!");
soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, 0.1 );
soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, 0.1 );
soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, 0.1 );
wait 0.11;
soundent StopLoopSound( "emt_exfil_helicopter_speaker" );
soundent1 StopLoopSound( "emt_exfil_helicopter_speaker_close" );
soundent2 StopLoopSound( "emt_exfil_helicopter_speaker_baker" );
soundent delete();
soundent1 delete();
soundent2 delete();
}
police_bullhorn_vo_end( soundent, soundent1, soundent2 )
{
//self waittill ( "market_enc_end" );
//iprintlnbold("killing sound!");
if ( IsDefined( level._spotlight_heli ) )
{
soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, 0.1 );
soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, 0.1 );
soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, 0.1 );
wait 0.11;
soundent StopLoopSound( "emt_exfil_helicopter_speaker" );
soundent1 StopLoopSound( "emt_exfil_helicopter_speaker_close" );
soundent2 StopLoopSound( "emt_exfil_helicopter_speaker_baker" );
soundent delete();
soundent1 delete();
soundent2 delete();
}
}
police_car_radio_chatter()
{
soundent = spawn( "sound_emitter", self.origin );
soundent linkto( self );
soundent playloopsound("emt_police_car_radio_chatter");
self waittill ( "death" );
soundent StopLoopSound( "emt_police_car_radio_chatter" );
soundent playloopsound("emt_police_car_radio_static");
}
police_barricade_warning_vo()
{
self waittill( "trigger" );
barricade_cars = get_vehicle_array( "barricade_cars", "targetname" );
if ( isdefined( barricade_cars[0] ) )
{
barricade_cars[0] playsound("exf_cop_barri_surrender");
barricade_cars[0] endon( "death" );
wait 6;
barricade_cars[0] playsound("exf_cop_barri_shootyou");
}
}