mirror of
https://github.com/reaaLx/nx1-gsc-dump.git
synced 2025-04-23 09:35:45 +00:00
247 lines
5.6 KiB
Plaintext
247 lines
5.6 KiB
Plaintext
//****************************************************************************
|
|
// **
|
|
// 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_skyscraper_util;
|
|
|
|
|
|
|
|
flag_inits()
|
|
{
|
|
//DR: needed for music cues
|
|
//examples, for copying and pasting:
|
|
|
|
flag_init( "music_chk_drive_up" );
|
|
flag_init( "music_chk_lobby_enter" );
|
|
flag_init( "music_chk_elevator" );
|
|
flag_init( "music_chk_shaft");
|
|
flag_init( "music_chk_window" );
|
|
flag_init( "music_chk_hangar" );
|
|
flag_init( "music_chk_lab_enter" );
|
|
flag_init( "music_chk_lab_to_vault" );
|
|
flag_init( "music_chk_vault" );
|
|
flag_init( "music_chk_lab_exit" );
|
|
flag_init( "music_chk_halon" );
|
|
flag_init( "music_chk_vtol" );
|
|
flag_init( "music_chk_rappel" );
|
|
flag_init( "music_chk_outro" );
|
|
|
|
flag_init ("baker_exit_elevator_start");
|
|
|
|
}
|
|
|
|
|
|
// 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 "drive_up":
|
|
case "lobby_enter":
|
|
case "elevator":
|
|
{
|
|
flag_wait( "music_chk_drive_up" );
|
|
if( !flag( "music_chk_shaft" ) )
|
|
{
|
|
wait ( 0.5 );
|
|
}
|
|
play_music_loop_infinite("mus_skyscraper_stealth");
|
|
}
|
|
|
|
case "shaft":
|
|
{
|
|
flag_wait( "music_chk_shaft" );
|
|
if( !flag( "music_chk_window" ) )
|
|
{
|
|
music_stop(10);
|
|
}
|
|
}
|
|
|
|
case "window":
|
|
case "hangar":
|
|
case "lab_enter":
|
|
case "lab_to_vault":
|
|
{
|
|
flag_wait( "music_chk_window" );
|
|
if( !flag( "music_chk_vault" ) )
|
|
{
|
|
wait ( 1.0 );
|
|
}
|
|
play_music_loop_infinite("mus_skyscraper_stealth");
|
|
}
|
|
|
|
case "vault":
|
|
{
|
|
flag_wait( "music_chk_vault" );
|
|
if( !flag( "music_chk_lab_exit" ) )
|
|
{
|
|
music_stop(4);
|
|
}
|
|
}
|
|
|
|
case "lab_exit":
|
|
{
|
|
flag_wait( "music_chk_lab_exit" );
|
|
play_music_loop_infinite("mus_skyscraper_battle");
|
|
}
|
|
|
|
case "halon":
|
|
case "vtol":
|
|
case "rappel":
|
|
{
|
|
flag_wait( "music_chk_halon" );
|
|
if( !flag( "music_chk_outro" ) )
|
|
{
|
|
music_stop(4);
|
|
wait ( 5.0 );
|
|
}
|
|
play_music_loop_infinite("mus_skyscraper_halon");
|
|
}
|
|
case "outro":
|
|
{
|
|
flag_wait( "music_chk_outro" );
|
|
play_music_once( "mus_skyscraper_outro" );
|
|
//music_stop(10);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
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_drive_up" );
|
|
|
|
if (jump_to == "default")
|
|
return;
|
|
|
|
if (jump_to == "drive_up")
|
|
return;
|
|
|
|
flag_set( "music_chk_lobby_enter" );
|
|
|
|
if (jump_to == "lobby_enter")
|
|
return;
|
|
|
|
flag_set( "music_chk_elevator" );
|
|
|
|
if (jump_to == "elevator")
|
|
return;
|
|
|
|
flag_set( "music_chk_shaft" );
|
|
|
|
if (jump_to == "shaft")
|
|
return;
|
|
|
|
flag_set( "music_chk_window" );
|
|
|
|
if (jump_to == "window")
|
|
return;
|
|
|
|
flag_set( "music_chk_hangar" );
|
|
|
|
if (jump_to == "hangar")
|
|
return;
|
|
|
|
flag_set( "music_chk_lab_enter" );
|
|
|
|
if (jump_to == "lab_enter")
|
|
return;
|
|
|
|
flag_set( "music_chk_lab_to_vault" );
|
|
|
|
if (jump_to == "lab_to_vault")
|
|
return;
|
|
|
|
flag_set( "music_chk_vault" );
|
|
|
|
if (jump_to == "vault")
|
|
return;
|
|
|
|
flag_set( "music_chk_lab_exit" );
|
|
|
|
if (jump_to == "lab_exit")
|
|
return;
|
|
|
|
flag_set( "music_chk_halon" );
|
|
|
|
if (jump_to == "halon")
|
|
return;
|
|
|
|
flag_set( "music_chk_vtol" );
|
|
|
|
if (jump_to == "vtol")
|
|
return;
|
|
|
|
flag_set( "music_chk_rappel" );
|
|
|
|
if (jump_to == "rappel")
|
|
return;
|
|
|
|
flag_set( "music_chk_outro" );
|
|
|
|
if (jump_to == "outro")
|
|
return;
|
|
|
|
}
|
|
|
|
player_elevator_ride_up_sfx()
|
|
{
|
|
self playsound("scn_skyscraper_elevator_ride_inside");
|
|
self playsound("scn_skyscraper_elevator_ride_outside");
|
|
iprintlnbold("playing first sound!!!!!!!");
|
|
|
|
flag_wait( "baker_exit_elevator_start" );
|
|
wait 4.0;
|
|
iprintlnbold("Fading Up!!!!!!!");
|
|
self playsound("scn_skyscraper_elevator_ride_wind");
|
|
self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 25.0 ); //eventually this will have a time parameter
|
|
|
|
trigger = GetEnt ("player_ready_for_elevator_lift", "targetname");
|
|
trigger waittill ("trigger");
|
|
|
|
wait 1.5;
|
|
iprintlnbold("switching!!!!!!sounds!!!!!!!");
|
|
self SetSoundVolume( "scn_skyscraper_elevator_ride_inside", -100.0 ); //eventually this will have a time parameter
|
|
wait 0.3;
|
|
self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 12.0 ); //eventually this will have a time parameter
|
|
|
|
}
|