nx1-gsc-dump/maps/nx_exfil_intro.gsc

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