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127 lines
3.4 KiB
Plaintext
127 lines
3.4 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: 11/11/11 - Travis Chen (trchen x 4143) **
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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_border_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_battle_start" );
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flag_init( "music_chk_border" );
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flag_init( "music_chk_streets" );
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flag_init( "music_chk_market" );
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flag_init( "music_chk_church");
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flag_init( "helicopter_reveal");
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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 "border":
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{
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thread maps\_utility::set_ambient( "amb_border_ext_intro" );
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flag_wait( "music_chk_border" );
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if( !flag( "music_chk_streets" ) )
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{
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//wait ( 25.0 );
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}
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flag_wait( "music_battle_start" );
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thread maps\_utility::set_ambient( "amb_border_ext" );
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play_music_loop_infinite("mus_border_battle");
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}
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case "streets":
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{
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thread maps\_utility::set_ambient( "amb_border_ext" );
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//play_music_num_times("mus_lava_battle", 2, 2);
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}
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case "market":
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{
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thread maps\_utility::set_ambient( "amb_border_ext" );
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//play_music_num_times("mus_lava_battle", 2, 2);
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}
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case "church":
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{
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thread maps\_utility::set_ambient( "amb_border_ext" );
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//play_music_num_times("mus_lava_battle", 2, 2);
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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_chk_border" );
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if (jump_to == "default")
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return;
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if (jump_to == "border")
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return;
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flag_set( "vo_border_section_done");
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flag_set( "music_chk_streets" );
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flag_set( "music_battle_start" );
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if (jump_to == "streets")
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return;
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flag_set( "music_chk_market" );
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if (jump_to == "market")
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return;
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flag_set( "music_chk_church" );
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flag_set( "helicopter_reveal" );
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if (jump_to == "church")
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return;
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}
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