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https://github.com/reaaLx/nx1-gsc-dump.git
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154 lines
5.7 KiB
Plaintext
154 lines
5.7 KiB
Plaintext
//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2010 **
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// **
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//****************************************************************************
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// **
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// Module: Skyscraper Exfil Intro Section **
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// **
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// Created: 11/30/2011 - John Webb **
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// **
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//****************************************************************************
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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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//*******************************************************************
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// *
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// INTRO *
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// *
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//*******************************************************************
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start()
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{
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maps\nx_exfil_util::exfil_setup_allies( "market" );
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flag_set( "flag_exfil_intro_temp" );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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main()
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{
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battlechatter_off( "allies" );
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level thread intro_dialogue();
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level thread intro_sfx();
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level thread start_limp();
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flag_wait( "flag_exfil_intro_player_door" );
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level._player playsound( "scn_exfil_van_exit_front" );
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level._player deactivatechannelvolumes( "snd_channelvolprio_level", 1.0 );
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flag_set( "intro_ended" ); // Kick off market logic
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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// Called from nx_exfil.gsc
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flag_inits()
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{
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flag_init( "intro_dialogue_complete" );
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flag_init( "intro_ended" );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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start_limp()
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{
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level endon( "swat_encounter_start" );
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level waittill( "introscreen_complete" );
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friend_name = level.baker.name;
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level.baker.name = undefined;
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// Add some blur as the player is waking up.
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thread maps\nx_exfil_util::player_random_blur( 15, 3 );
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level waittill( "exfil_intro_spawn_finished" );
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//player now has control, lets do some stumble and some blur. Don't decay though.
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thread maps\nx_exfil_util::stumble_walk( 0.18, 6.0, 0.0, 1/1200, undefined, true );
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level waittill( "exfil_intro_player_door_finished" );
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//display baker's friend name again.
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level.baker.name = friend_name;
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//now the player has exited the van, don't stumble or blur, but still walk slow.
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thread maps\nx_exfil_util::stumble_walk( 0.35, 8.0, 0.0, 1/1200, true );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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intro_dialogue()
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{
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wait 14.9;
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level.baker radio_dialogue( "exf_bak_van_youok" ); // Walker, you ok?
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wait 1.25;
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level.baker radio_dialogue( "exf_bak_van_gottago" ); // We gotta get scarce.
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//wait 1.8;
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flag_wait( "radio_exfil_begin" ); // Waiting for Baker to get into position
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//level.baker radio_dialogue( "exf_bak_van_needexfil" ); // Overlord, we need an exit NOW!
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level.baker radio_dialogue( "exf_bak_intro_requestingexfil" ); // Overlord, Whiskey acquired, requesting exfil
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//add_dialogue_line( "OVERLORD", "Zulu Birds are 5 marks out. Recommend exfil north-northwest.", "yellow", 3.0 );
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radio_dialogue( "exf_ovl_van_zulubird" );
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level.baker radio_dialogue( "exf_bak_van_solidcopy" ); // Solid copy Overlord. Out.
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wait 1.2;
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//level.baker radio_dialogue( "exf_bak_intro_switchingtomic" ); //switching to mic
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//radio_dialogue( "exf_bak_van_easyday" );
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flag_set( "intro_dialogue_complete" );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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intro_sfx()
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{
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exfil_intro_sfx = spawn( "sound_emitter", ( 0, 0, 1 ) );
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exfil_intro_sfx PlaySound( "scn_exfil_intro" );
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thread emitter_sounds();
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level._player setchannelvolumes( "snd_channelvolprio_level", "nx_exfil_intro", 0.1 );
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wait 9.5;
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thread maps\_utility::set_ambient( "nx_exfil_amb01" );
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level._player setchannelvolumes( "snd_channelvolprio_level", "nx_exfil_intro", 0.1 );
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}
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emitter_sounds()
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{
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level.dogs_barking = spawn( "sound_emitter", ( 3600, 1240, 260 ) );
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level.dogs_barking PlayloopSound( "emt_exfil_dogs" );
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engine_cool = spawn( "sound_emitter", ( -670, -2660, 40 ) );
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engine_cool PlayloopSound( "emt_exfil_engine_cool" );
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car_alarm_sfx = spawn( "sound_emitter", ( -600, -3700, 34 ) );
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car_alarm_sfx PlayloopSound( "emt_exfil_car_alarm" );
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wait 5;
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engine_cool setsoundvolume( "emt_exfil_engine_cool", 0, 5 );
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car_alarm_sfx setsoundvolume( "emt_exfil_car_alarm", 7, 5 );
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}
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