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240 lines
6.5 KiB
Plaintext
240 lines
6.5 KiB
Plaintext
//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2011 **
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// **
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//****************************************************************************
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// **
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// Module: Audio Support **
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// **
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// Created: 8/2/2011 - David Rowe **
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// **
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//****************************************************************************
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//This is the mission's _audio.gsc
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//All audio scripts should be put into this file
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle;
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#include maps\_nx_utility;
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#include maps\nx_exfil_util;
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flag_inits()
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{
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//DR: needed for music cues
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//examples, for copying and pasting:
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flag_init( "music_intro" );
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flag_init( "music_market_start" );
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flag_init( "music_market_end" );
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flag_init( "music_street_start" );
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flag_init( "music_street_end" );
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}
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// Mission specific music thread
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mission_music()
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{
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//Set the music flags for this start point
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jump_to_music_flag_setup();
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//Now jump to the start point that we just started, and roll from there.
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//example scripts below
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switch ( level._start_point )
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{
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// Game will jump to the jump to checkpoint selected and continue execution from there
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case "default":
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case "intro":
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{
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}
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case "market":
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{
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flag_wait( "music_market_start" );
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wait 4.0;
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//iprintlnbold ( "MUSIC MARKET START" );
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play_music_loop_infinite("mus_nx_exfil_battle_01");
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//flag_wait ( "music_market_end" );
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//music_stop (2);
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}
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case "street":
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{
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flag_wait( "music_street_start" );
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//wait 2.5;
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//iprintlnbold ( "MUSIC STREET START" );
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play_music_loop_infinite("mus_nx_exfil_battle_02");
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flag_wait ( "music_street_end" );
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//iprintlnbold ( "MUSIC STREET END" );
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music_stop (7);
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}
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}
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}
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jump_to_music_flag_setup()
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{
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//This script will set music flags for whichever checkpoint the game last started on,
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//so that the music can pick up and continue from there on out
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//this gets run at the beginning of the level, and anytime the user debugs
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//to any checkpoint.
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//example below, for copying and pasting
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jump_to = level._start_point;
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// Return if this is the current checkpoint
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// Thus, sets all flags up to a given checkpoint
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//DR: in order to turn off music, comment out this next line
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flag_set( "music_intro" );
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if (jump_to == "default")
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return;
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if (jump_to == "intro")
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return;
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if (jump_to == "market")
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return;
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flag_set( "music_street_start" );
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if (jump_to == "street")
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return;
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}
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police_bullhorn_vo()
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{
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self endon( "death" );
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wait 2.0;
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xfade_time = 2.0;
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soundent = spawn( "sound_emitter", self.origin );
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soundent linkto( self );
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soundent1 = spawn( "sound_emitter", self.origin );
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soundent1 linkto( self );
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soundent2 = spawn( "sound_emitter", self.origin );
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soundent2 linkto( self );
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soundent playloopsound("emt_exfil_helicopter_speaker");
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soundent1 playloopsound("emt_exfil_helicopter_speaker_close");
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soundent2 playloopsound("emt_exfil_helicopter_speaker_baker");
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thread police_bullhorn_vo_cleanup( soundent, soundent1, soundent2 );
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while ( 1 )
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{
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if ( self.spotTarget == level._player )
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{
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//iprintlnbold("Found The Player!!!!!");
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soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, xfade_time );
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soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", 3, xfade_time );
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soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, xfade_time );
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}
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else if ( self.spotTarget == level.allies[ "ally1" ] )
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{
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//iprintlnbold("Found Baker!!!!!");
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soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, xfade_time );
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soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, xfade_time );
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soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -3, xfade_time );
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}
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else //play the distant loop
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{
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//iprintlnbold("Who? Where?!?!?!?");
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soundent setsoundvolume( "emt_exfil_helicopter_speaker", -3, xfade_time );
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soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, xfade_time );
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soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, xfade_time );
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}
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wait xfade_time + 0.7;
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}
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}
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police_bullhorn_vo_cleanup( soundent, soundent1, soundent2 )
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{
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self waittill ( "death" );
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//iprintlnbold("killing sound due helo death!");
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soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, 0.1 );
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soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, 0.1 );
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soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, 0.1 );
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wait 0.11;
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soundent StopLoopSound( "emt_exfil_helicopter_speaker" );
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soundent1 StopLoopSound( "emt_exfil_helicopter_speaker_close" );
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soundent2 StopLoopSound( "emt_exfil_helicopter_speaker_baker" );
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soundent delete();
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soundent1 delete();
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soundent2 delete();
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}
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police_bullhorn_vo_end( soundent, soundent1, soundent2 )
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{
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//self waittill ( "market_enc_end" );
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//iprintlnbold("killing sound!");
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if ( IsDefined( level._spotlight_heli ) )
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{
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soundent setsoundvolume( "emt_exfil_helicopter_speaker", -100, 0.1 );
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soundent1 setsoundvolume( "emt_exfil_helicopter_speaker_close", -100, 0.1 );
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soundent2 setsoundvolume( "emt_exfil_helicopter_speaker_baker", -100, 0.1 );
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wait 0.11;
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soundent StopLoopSound( "emt_exfil_helicopter_speaker" );
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soundent1 StopLoopSound( "emt_exfil_helicopter_speaker_close" );
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soundent2 StopLoopSound( "emt_exfil_helicopter_speaker_baker" );
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soundent delete();
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soundent1 delete();
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soundent2 delete();
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}
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}
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police_car_radio_chatter()
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{
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soundent = spawn( "sound_emitter", self.origin );
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soundent linkto( self );
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soundent playloopsound("emt_police_car_radio_chatter");
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self waittill ( "death" );
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soundent StopLoopSound( "emt_police_car_radio_chatter" );
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soundent playloopsound("emt_police_car_radio_static");
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}
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police_barricade_warning_vo()
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{
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self waittill( "trigger" );
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barricade_cars = get_vehicle_array( "barricade_cars", "targetname" );
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if ( isdefined( barricade_cars[0] ) )
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{
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barricade_cars[0] playsound("exf_cop_barri_surrender");
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barricade_cars[0] endon( "death" );
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wait 6;
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barricade_cars[0] playsound("exf_cop_barri_shootyou");
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}
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}
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