Advertisement
Adam445

trainer_anim.gsc

Mar 26th, 2016
131
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 65.11 KB | None | 0 0
  1. #include common_scripts\utility;
  2. #include maps\_utility;
  3. #include maps\_anim;
  4.  
  5. #using_animtree( "generic_human" );
  6. main()
  7. {
  8. anims();
  9. dialogue();
  10. vehicles();
  11. basketball_anims();
  12. model_anims();
  13. }
  14.  
  15. anims()
  16. {
  17. maps\_props::add_smoking_notetracks( "generic" );
  18. /*-----------------------
  19. TRAINING - RANGE
  20. -------------------------*/
  21. //Begining, all start at same time:
  22. level.scr_anim[ "foley" ][ "training_intro_begining" ] = %training_intro_foley_begining;
  23.  
  24. //addNotetrack_flag( animname, notetrack, theFlag, anime )
  25. addNotetrack_flag( "foley", "ps_train_fly_welcome", "ps_train_fly_welcome", "training_intro_begining" );
  26. addNotetrack_flag( "foley", "ps_train_fly_demonstration", "ps_train_fly_demonstration", "training_intro_begining" );
  27. addNotetrack_flag( "foley", "ps_train_fly_nooffense", "ps_train_fly_nooffense", "training_intro_begining" );
  28. addNotetrack_flag( "foley", "ps_train_fly_makesyoulook", "ps_train_fly_makesyoulook", "training_intro_begining" );
  29. addNotetrack_flag( "foley", "ps_train_fly_showem", "ps_train_fly_showem", "training_intro_begining" );
  30. addNotetrack_flag( "foley", "pickup", "foley_anim_pickup_weapon", "training_intro_begining" );
  31.  
  32. level.scr_anim[ "translator" ][ "training_intro_begining_start" ] = %training_intro_translator_begining;
  33. level.scr_anim[ "translator" ][ "training_intro_begining" ][ 0 ] = %training_intro_translator_begining;
  34. level.scr_anim[ "trainee_01" ][ "training_intro_begining_start" ] = %training_intro_trainee_1_begining;
  35. level.scr_anim[ "trainee_01" ][ "training_intro_begining" ][ 0 ] = %training_intro_trainee_1_begining;
  36.  
  37. //Idle:
  38. level.scr_anim[ "foley" ][ "training_intro_idle" ][ 0 ] = %training_intro_foley_idle_1;
  39. level.scr_anim[ "translator" ][ "training_intro_idle" ][ 0 ] = %training_intro_translator_idle;
  40. level.scr_anim[ "trainee_01" ][ "training_intro_idle" ][ 0 ] = %training_intro_trainee_1_transition_idle;
  41.  
  42. //Turn arounds:
  43. level.scr_anim[ "foley" ][ "training_intro_foley_turnaround_1" ] = %training_intro_foley_turnaround_1;
  44. level.scr_anim[ "foley" ][ "training_intro_foley_turnaround_2" ] = %training_intro_foley_turnaround_2;
  45.  
  46. //Talk idles:
  47. level.scr_anim[ "foley" ][ "training_intro_foley_idle_talk_1" ] = %training_intro_foley_idle_talk_1;
  48. level.scr_anim[ "foley" ][ "training_intro_foley_idle_talk_2" ] = %training_intro_foley_idle_talk_2;
  49.  
  50. //Final group
  51. level.scr_anim[ "foley" ][ "training_intro_end" ] = %training_intro_foley_end;
  52. addNotetrack_flag( "foley", "dialog_1", "notetrack_dialogue_foley_thanks_for_help", "training_intro_end" );
  53. addNotetrack_flag( "foley", "dialog_2", "notetrack_dialogue_foley_who_go_first", "training_intro_end" );
  54.  
  55.  
  56. level.scr_anim[ "translator" ][ "training_intro_end" ] = %training_intro_translator_end;
  57. level.scr_anim[ "trainee_01" ][ "training_intro_end" ] = %training_intro_trainee_1_end;
  58.  
  59. //Idles forever:
  60. level.scr_anim[ "foley" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_foley_end_idle;
  61. level.scr_anim[ "translator" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_translator_end_idle;
  62. level.scr_anim[ "trainee_01" ][ "training_intro_end_idle" ][ 0 ] = %training_intro_trainee_1_end_idle;
  63. addNotetrack_customFunction( "trainee_01", "fire_spray", ::trainee_fire_weapon );
  64.  
  65. level.scr_anim[ "soldier_wounded" ][ "hummer_sequence" ] = %training_humvee_wounded;
  66. level.scr_anim[ "soldier_door" ][ "hummer_sequence" ] = %training_humvee_soldier;
  67.  
  68. level.scr_anim[ "generic" ][ "training_locals_groupA_guy1" ][ 0 ] = %training_locals_groupA_guy1;
  69. level.scr_anim[ "generic" ][ "training_locals_groupA_guy2" ][ 0 ] = %training_locals_groupA_guy2;
  70. level.scr_anim[ "generic" ][ "training_locals_groupB_guy1" ][ 0 ] = %training_locals_groupB_guy1;
  71. level.scr_anim[ "generic" ][ "training_locals_groupB_guy2" ][ 0 ] = %training_locals_groupB_guy2;
  72. level.scr_anim[ "generic" ][ "training_locals_sit" ][ 0 ] = %training_locals_sit;
  73. level.scr_anim[ "generic" ][ "training_locals_kneel" ][ 0 ] = %training_locals_kneel;
  74.  
  75.  
  76. /*-----------------------
  77. PATROLS
  78. -------------------------*/
  79. level.scr_anim[ "generic" ][ "smoke_idle" ][ 0 ] = %patrol_bored_idle_smoke;
  80. level.scr_anim[ "generic" ][ "smoke_reach" ] = %patrol_bored_idle_smoke;
  81. level.scr_anim[ "generic" ][ "smoke" ] = %patrol_bored_idle_smoke;
  82. level.scr_anim[ "generic" ][ "smoke_react" ] = %patrol_bored_react_look_advance;
  83.  
  84. level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
  85. level.scr_anim[ "generic" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
  86. level.scr_anim[ "generic" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
  87.  
  88. level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
  89. level.scr_anim[ "lean_smoker" ][ "lean_smoke_idle" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
  90. level.scr_anim[ "lean_smoker" ][ "lean_smoke_react" ] = %parabolic_leaning_guy_react;
  91.  
  92. level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
  93. level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
  94. level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
  95. level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
  96. level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
  97.  
  98. level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
  99. level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
  100. level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
  101. level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
  102. level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
  103. level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
  104.  
  105. level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
  106. level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
  107. level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
  108. level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
  109.  
  110. level.scr_anim[ "generic" ][ "combat_jog" ] = %combat_jog;
  111.  
  112. level.scr_anim[ "generic" ][ "smoking_reach" ] = %parabolic_leaning_guy_smoking_idle;
  113. level.scr_anim[ "generic" ][ "smoking" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
  114. level.scr_anim[ "generic" ][ "smoking" ][ 1 ] = %parabolic_leaning_guy_smoking_twitch;
  115. level.scr_anim[ "generic" ][ "smoking_react" ] = %parabolic_leaning_guy_react;
  116.  
  117. /*-----------------------
  118. RUNNERS
  119. -------------------------*/
  120. level.scr_anim[ "generic" ][ "training_jog_guy1" ] = %training_jog_guy1;
  121. level.scr_anim[ "generic" ][ "training_jog_guy2" ] = %training_jog_guy2;
  122. level.scr_anim[ "generic" ][ "casual_killer_jog_A" ] = %casual_killer_jog_A;
  123. level.scr_anim[ "generic" ][ "casual_killer_jog_B" ] = %casual_killer_jog_B;
  124. level.scr_anim[ "generic" ][ "freerunnerA_loop" ] = %freerunnerA_loop;
  125. level.scr_anim[ "generic" ][ "freerunnerB_loop" ] = %freerunnerB_loop;
  126. level.scr_anim[ "generic" ][ "huntedrun_1_idle" ] = %huntedrun_1_idle;
  127.  
  128. /*-----------------------
  129. AMBIENT
  130. -------------------------*/
  131. //looping
  132. level.scr_anim[ "generic" ][ "training_sleeping_in_chair" ][ 0 ] = %training_sleeping_in_chair;
  133. level.scr_anim[ "generic" ][ "training_basketball_rest" ][ 0 ] = %training_basketball_rest;
  134. //level.scr_sound[ "generic" ][ "training_basketball_rest" ][ 0 ] = "scn_trainer_bball_resting_guy";
  135.  
  136. level.scr_anim[ "generic" ][ "training_basketball_guy1" ][ 0 ] = %training_basketball_guy1;
  137. level.scr_anim[ "generic" ][ "training_basketball_guy2" ][ 0 ] = %training_basketball_guy2;
  138. level.scr_anim[ "generic" ][ "training_humvee_repair" ][ 0 ] = %training_humvee_repair;
  139. //level.scr_sound[ "generic" ][ "training_humvee_repair" ][ 0 ] = "scn_trainer_mechanic";
  140.  
  141. level.scr_anim[ "generic" ][ "training_pushups_guy1" ][ 0 ] = %training_pushups_guy1;
  142. //level.scr_sound[ "generic" ][ "training_pushups_guy1" ][ 0 ] = "scn_trainer_pushup_guy";
  143.  
  144. level.scr_anim[ "generic" ][ "training_pushups_guy2" ][ 0 ] = %training_pushups_guy2;
  145. //level.scr_sound[ "generic" ][ "training_pushups_guy2" ][ 0 ] = "scn_trainer_pushup_guy";
  146.  
  147. level.scr_anim[ "generic" ][ "training_humvee_repair" ][ 0 ] = %training_humvee_repair;
  148. level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 0 ] = %killhouse_laptop_idle;
  149. level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 1 ] = %killhouse_laptop_lookup;
  150. level.scr_anim[ "generic" ][ "killhouse_laptop_idle" ][ 2 ] = %killhouse_laptop_twitch;
  151. level.scr_anim[ "generic" ][ "cliffhanger_welder_wing" ][ 0 ] = %cliffhanger_welder_wing;
  152. //level.scr_sound[ "generic" ][ "cliffhanger_welder_wing" ][ 0 ] = "scn_trainer_welders_working_loop";
  153.  
  154.  
  155. level.scr_anim[ "generic" ][ "cliffhanger_welder_engine" ][ 0 ] = %cliffhanger_welder_engine;
  156. level.scr_anim[ "generic" ][ "patrolstand_idle" ][ 0 ] = %patrolstand_idle;
  157. level.scr_anim[ "generic" ][ "parabolic_guard_sleeper_idle" ][ 0 ] = %parabolic_guard_sleeper_idle;
  158. level.scr_anim[ "generic" ][ "roadkill_cover_spotter_idle" ][ 0 ] = %roadkill_cover_spotter_idle;
  159. level.scr_anim[ "generic" ][ "oilrig_balcony_smoke_idle" ][ 0 ] = %oilrig_balcony_smoke_idle;
  160. level.scr_anim[ "generic" ][ "killhouse_gaz_idleB" ][ 0 ] = %killhouse_gaz_idleB;
  161. level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_2" ][ 0 ] = %civilian_sitting_talking_A_2;
  162. level.scr_anim[ "generic" ][ "parabolic_leaning_guy_smoking_idle" ][ 0 ] = %parabolic_leaning_guy_smoking_idle;
  163. level.scr_anim[ "generic" ][ "parabolic_leaning_guy_idle" ][ 0 ] = %parabolic_leaning_guy_idle;
  164. level.scr_anim[ "generic" ][ "parabolic_leaning_guy_idle_training" ][ 0 ] = %parabolic_leaning_guy_idle_training;
  165. level.scr_anim[ "generic" ][ "civilian_texting_sitting" ][ 0 ] = %civilian_texting_sitting;
  166. level.scr_anim[ "generic" ][ "sitting_guard_loadAK_idle" ][ 0 ] = %sitting_guard_loadAK_idle;
  167. level.scr_anim[ "generic" ][ "afgan_caves_sleeping_guard_idle" ][ 0 ] = %afgan_caves_sleeping_guard_idle;
  168. level.scr_anim[ "generic" ][ "cargoship_sleeping_guy_idle_2" ][ 0 ] = %cargoship_sleeping_guy_idle_2;
  169. level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_1" ][ 0 ] = %civilian_sitting_talking_A_1;
  170. level.scr_anim[ "generic" ][ "bunker_toss_idle_guy1" ][ 0 ] = %bunker_toss_idle_guy1;
  171. level.scr_anim[ "generic" ][ "roadkill_cover_radio_soldier3" ][ 0 ] = %roadkill_cover_radio_soldier3;
  172. level.scr_anim[ "generic" ][ "civilian_sitting_talking_B_1" ][ 0 ] = %civilian_sitting_talking_B_1;
  173. level.scr_anim[ "generic" ][ "civilian_smoking_A" ][ 0 ] = %civilian_smoking_A;
  174. level.scr_anim[ "generic" ][ "civilian_reader_1" ][ 0 ] = %civilian_reader_1;
  175. level.scr_anim[ "generic" ][ "civilian_reader_2" ][ 0 ] = %civilian_reader_2;
  176.  
  177. //HACK...need to make looping once anim is fixed
  178. level.scr_anim[ "generic" ][ "guardA_sit_sleeper_sleep_idle" ] = %guardA_sit_sleeper_sleep_idle;
  179. level.scr_anim[ "generic" ][ "roadkill_humvee_map_sequence_quiet_idle" ][ 0 ] = %roadkill_humvee_map_sequence_quiet_idle;
  180. level.scr_anim[ "generic" ][ "guardB_sit_drinker_idle" ][ 0 ] = %guardB_sit_drinker_idle;
  181. level.scr_anim[ "generic" ][ "guardB_standing_cold_idle" ][ 0 ] = %guardB_standing_cold_idle;
  182. level.scr_anim[ "generic" ][ "civilian_texting_standing" ][ 0 ] = %civilian_texting_standing;
  183. level.scr_anim[ "generic" ][ "killhouse_sas_2_idle" ][ 0 ] = %killhouse_sas_2_idle;
  184. level.scr_anim[ "generic" ][ "killhouse_sas_3_idle" ][ 0 ] = %killhouse_sas_3_idle;
  185. level.scr_anim[ "generic" ][ "killhouse_sas_price_idle" ][ 0 ] = %killhouse_sas_price_idle;
  186. level.scr_anim[ "generic" ][ "killhouse_sas_1_idle" ][ 0 ] = %killhouse_sas_1_idle;
  187. level.scr_anim[ "generic" ][ "little_bird_casual_idle_guy1" ][ 0 ] = %little_bird_casual_idle_guy1;
  188. level.scr_anim[ "generic" ][ "sniper_escape_spotter_idle" ][ 0 ] = %sniper_escape_spotter_idle;
  189. level.scr_anim[ "generic" ][ "patrol_bored_idle" ][ 0 ] = %patrol_bored_idle;
  190.  
  191. //escalator_up_briefcase_guy_enter
  192.  
  193. level.scr_anim[ "generic" ][ "training_woundedwalk_soldier_1" ] = %training_woundedwalk_soldier_1;
  194. level.scr_anim[ "generic" ][ "training_woundedwalk_soldier_2" ] = %training_woundedwalk_soldier_2;
  195.  
  196. //one-off then loop
  197. level.scr_anim[ "generic" ][ "hostage_pickup_runout_guy1" ] = %hostage_pickup_runout_guy1;
  198. level.scr_anim[ "generic" ][ "hostage_pickup_runout_guy2" ] = %hostage_pickup_runout_guy2;
  199.  
  200.  
  201. //checking wounded:
  202. level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_medic" ] = %DC_Burning_stop_bleeding_medic;
  203. addNotetrack_attach( "generic", "attach prop", "clotting_powder_animated", "TAG_INHAND", "DC_Burning_stop_bleeding_medic" );
  204. addNotetrack_detach( "generic", "dettach prop", "clotting_powder_animated", "TAG_INHAND", "DC_Burning_stop_bleeding_medic" );
  205.  
  206. level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_wounded" ] = %DC_Burning_stop_bleeding_wounded;
  207. level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_medic_idle" ][0] = %DC_Burning_stop_bleeding_medic_endidle;
  208. level.scr_anim[ "generic" ][ "DC_Burning_stop_bleeding_wounded_idle" ][0] = %DC_Burning_stop_bleeding_wounded_endidle;
  209.  
  210. level.scr_anim[ "carrier" ][ "wounded_pickup" ] = %wounded_pickup_carrierguy;
  211. level.scr_anim[ "carried" ][ "wounded_pickup" ] = %wounded_pickup_carriedguy;
  212.  
  213. level.scr_anim[ "carrier" ][ "wounded_carry" ] = %wounded_carry_fastwalk_carrier;
  214. level.scr_anim[ "carried" ][ "wounded_carry" ] = %wounded_carry_fastwalk_wounded;
  215.  
  216. level.scr_anim[ "generic" ][ "cliff_guardA_flick" ] = %cliff_guardA_flick;
  217.  
  218. //one-off
  219. level.scr_anim[ "generic" ][ "unarmed_climb_wall" ] = %unarmed_climb_wall;
  220.  
  221. //walk cycles
  222. level.scr_anim[ "generic" ][ "civilian_walk_coffee" ][ 0 ] = %civilian_walk_coffee;
  223. level.scr_anim[ "generic" ][ "civilian_walk_cool" ][ 0 ] = %civilian_walk_cool;
  224. level.scr_anim[ "generic" ][ "patrol_bored_patrolwalk" ][ 0 ] = %patrol_bored_patrolwalk;
  225. level.scr_anim[ "generic" ][ "patrolwalk_swagger" ][ 0 ] = %patrolwalk_swagger;
  226. level.scr_anim[ "generic" ][ "civilian_walk_hurried_1" ][ 0 ] = %civilian_walk_hurried_1;
  227. level.scr_anim[ "generic" ][ "civilian_crowd_behavior_A" ][ 0 ] = %civilian_crowd_behavior_A;
  228. level.scr_anim[ "generic" ][ "civilian_crazywalker_loop" ][ 0 ] = %civilian_crazywalker_loop;
  229. level.scr_anim[ "generic" ][ "civilian_cellphonewalk" ][ 0 ] = %civilian_cellphonewalk;
  230. level.scr_anim[ "generic" ][ "civilian_briefcase_walk_shoelace" ][ 0 ] = %civilian_briefcase_walk_shoelace;
  231. level.scr_anim[ "generic" ][ "civilian_sodawalk" ][ 0 ] = %civilian_sodawalk;
  232.  
  233. addNotetrack_customFunction( "generic", "footstep_right_large", ::bounce_fx );
  234. addNotetrack_customFunction( "generic", "footstep_left_large", ::bounce_fx );
  235. addNotetrack_customFunction( "generic", "footstep_right_small", ::bounce_fx );
  236. addNotetrack_customFunction( "generic", "footstep_left_small", ::bounce_fx );
  237.  
  238. /*-----------------------
  239. JAVELIN BEHAVIOR
  240. -------------------------*/
  241. //javelin_idle_A
  242.  
  243. /*-----------------------
  244. HUMVEES COMING IN, WOUNDED
  245. -------------------------*/
  246. //estate_chopper_sequence_body
  247. //estate_chopper_sequence_soldier
  248.  
  249. /*-----------------------
  250. PIT
  251. -------------------------*/
  252. level.scr_anim[ "dunn" ][ "training_pit_sitting_welcome" ] = %training_pit_sitting_welcome;
  253. level.scr_anim[ "dunn" ][ "training_pit_sitting_idle" ][ 0 ] = %training_pit_sitting_idle;
  254. //level.scr_sound[ "dunn" ][ "training_pit_sitting_idle" ][ 0 ] = "scn_trainer_pit_sitting_idle";
  255.  
  256. level.scr_anim[ "dunn" ][ "training_pit_stand_idle" ][ 0 ] = %training_pit_stand_idle;
  257. //level.scr_sound[ "dunn" ][ "training_pit_stand_idle" ][ 0 ] = "scn_trainer_pit_stand_idle";
  258. level.scr_anim[ "dunn" ][ "training_pit_open_case" ] = %training_pit_open_case;
  259.  
  260. addNotetrack_customFunction( "dunn", "dialog",::notetrack_dunn_welcome_dialogue_01, "training_pit_sitting_welcome" );
  261. addNotetrack_customFunction( "dunn", "dialog2",::notetrack_dunn_welcome_dialogue_02, "training_pit_sitting_welcome" );
  262. addNotetrack_customFunction( "dunn", "case_flip_01",::notetrack_dunn_case_flip_01, "training_pit_open_case" );
  263. addNotetrack_customFunction( "dunn", "case_flip_02",::notetrack_dunn_case_flip_02, "training_pit_open_case" );
  264. addNotetrack_customFunction( "dunn", "button_press",::notetrack_dunn_button_press, "training_pit_open_case" );
  265. addNotetrack_flag( "dunn", "dialog", "dunn_notetrack_open_case_dialogue", "training_pit_open_case" );
  266.  
  267. }
  268.  
  269. notetrack_dunn_welcome_dialogue_01( guy )
  270. {
  271. flag_set( "dunn_dialogue_welcome_01" );
  272. }
  273.  
  274. notetrack_dunn_welcome_dialogue_02( guy )
  275. {
  276. flag_set( "dunn_dialogue_welcome_02" );
  277. }
  278.  
  279. notetrack_dunn_case_flip_01( guy )
  280. {
  281. flag_set( "case_flip_01" );
  282. }
  283.  
  284. notetrack_dunn_case_flip_02( guy )
  285. {
  286. flag_set( "case_flip_02" );
  287. }
  288.  
  289. notetrack_dunn_button_press( guy )
  290. {
  291. flag_set( "button_press" );
  292. self thread play_sound_in_space( "scn_training_fence_button" );
  293. }
  294.  
  295. dialogue()
  296. {
  297. /*-----------------------
  298. BASKETBALL NAGS
  299. -------------------------*/
  300. //Ranger 2 Get off the court dude. train_ar2_getoffcourt
  301. level.scr_sound[ "court_nag_00" ] = "train_ar2_getoffcourt";
  302.  
  303. //Ranger 2 Come on man, wait your turn.
  304. level.scr_sound[ "court_nag_01" ] = "train_ar2_waityourturn";
  305.  
  306. //Ranger 2 Allen, what the hell?
  307. level.scr_sound[ "court_nag_02" ] = "train_ar2_allenwhatthe";
  308.  
  309. /*-----------------------
  310. RIFLE TRAINING START
  311. -------------------------*/
  312. //Sgt. Foley training Welcome to pull-the-trigger 101.
  313. level.scr_sound[ "foley" ][ "train_fly_welcome" ] = "train_fly_welcome";
  314.  
  315. //Afghan Translator Welcome to weapons training.
  316. level.scr_sound[ "translator" ][ "train_fly_welcome" ] = "train_aft_welcome";
  317.  
  318. //Sgt. Foley training Pvt. Allen here is going to do a quick weapons demonstration to show you locals how its done.
  319. level.scr_sound[ "foley" ][ "train_fly_demonstration" ] = "train_fly_demonstration";
  320.  
  321. //Afghan Translator This soldier is going to perform a weapons demonstration to show all of you how to fire a weapon accurately.
  322. level.scr_sound[ "translator" ][ "train_fly_demonstration" ] = "train_aft_demonstration";
  323.  
  324. //Sgt. Foley training No offense, but I see a lot of you guys firing from the hip and spraying bullets all over the range.
  325. level.scr_sound[ "foley" ][ "train_fly_nooffense" ] = "train_fly_nooffense";
  326.  
  327. //Afghan Translator I see many of you firing from the hip and spraying bullets all over the place.
  328. level.scr_sound[ "translator" ][ "train_fly_nooffense" ] = "train_aft_nooffense";
  329.  
  330. //Sgt. Foley training You don't end up hitting a damn thing and it makes you look like an ass.
  331. level.scr_sound[ "foley" ][ "train_fly_makesyoulook" ] = "train_fly_makesyoulook";
  332.  
  333. //Afghan Translator When you fire from the hip, you end up missing your targets and look incompetent while doing it.
  334. level.scr_sound[ "translator" ][ "train_fly_makesyoulook" ] = "train_aft_makesyoulook";
  335.  
  336. //Sgt. Foley training Private Allen, show 'em what I'm talking about.
  337. level.scr_sound[ "foley" ][ "train_fly_showem" ] = "train_fly_showem";
  338.  
  339. //Afghan Translator The soldier will show you an example of this mistake.
  340. //level.scr_sound[ "translator" ][ "train_fly_showem" ] = "train_aft_showem";
  341.  
  342. //Sgt. Foley training Grab that weapon off the table and fire at some targets downrange.
  343. level.scr_sound[ "foley" ][ "train_fly_fireattargets" ] = "train_fly_fireattargets";
  344. level.scr_face[ "foley" ][ "train_fly_fireattargets" ] = %train_fly_fireattargets;
  345.  
  346. //Afghan Translator Grab that weapon off the table and fire at some targets down range.
  347. //level.scr_sound[ "translator" ][ "train_fly_fireattargets" ] = "train_aft_fireattargets";
  348.  
  349. //Sgt. Foley Turn around and fire at the targets.
  350. level.scr_sound[ "foley" ][ "train_fly_turnaround" ] = "train_fly_turnaround";
  351. level.scr_face[ "foley" ][ "train_fly_turnaround" ] = %train_fly_turnaround;
  352.  
  353. /*-----------------------
  354. FIRE FROM THE HIP
  355. -------------------------*/
  356. //Sgt. Foley training Sgt. Foley Private Allen, grab that weapon off the table and fire at the targets behind you.
  357. level.scr_sound[ "foley" ][ "nag_rifle_pickup_01" ] = "train_fly_grabthatweapon";
  358.  
  359. //Sgt. Foley training Come on, Allen. Get with the program. Pick up that weapon and fire at the targets downrange.
  360. level.scr_sound[ "foley" ][ "nag_rifle_pickup_02" ] = "train_fly_comeonallen";
  361.  
  362. //Sgt. Foley training Don't aim down the sight yet. I'm tryin' to make a point here. Just fire from the hip.
  363. level.scr_sound[ "foley" ][ "nag_hip_fire_01" ] = "train_fly_dontaimdown";
  364.  
  365. //Sgt. Foley training Fire from the hip, Private. Just like in the movies.
  366. level.scr_sound[ "foley" ][ "nag_hip_fire_02" ] = "train_fly_firefromthehip";
  367.  
  368. //Let's try a few more.
  369. level.scr_sound[ "foley" ][ "train_fly_tryafew" ] = "train_fly_tryafew";
  370.  
  371. //Sgt. Foley training Everyone pay attention. You must remember to change magazines when you run out of ammo.
  372. //level.scr_sound[ "foley" ][ "train_fly_payattention" ] = "train_fly_payattention";
  373.  
  374. //Afghan Translator Everyone pay attention. You must remember to reload when you run out of ammo.
  375. //level.scr_sound[ "translator" ][ "train_aft_payattention" ] = "train_aft_payattention";
  376.  
  377. //Sgt. Foley training Reload your weapon, Private.
  378. //level.scr_sound[ "foley" ][ "train_fly_reload" ] = "train_fly_reload";
  379.  
  380. //Sgt. Foley training What are you waiting for? Reload your weapon.
  381. //level.scr_sound[ "foley" ][ "train_fly_waitingfor" ] = "train_fly_waitingfor";
  382.  
  383. /*-----------------------
  384. ADS WHILE CROUCHED
  385. -------------------------*/
  386. //Sgt. Foley training See what I mean? He sprayed bullets all over the damn place.
  387. level.scr_sound[ "foley" ][ "train_fly_sprayedbullets" ] = "train_fly_sprayedbullets";
  388.  
  389. //Afghan Translator See what I mean? He sprayed bullets all over the damn place.
  390. level.scr_sound[ "translator" ][ "train_fly_sprayedbullets" ] = "train_aft_sprayedbullets";
  391.  
  392. //Sgt. Foley training You've got to pick your targets by aiming deliberately down your sights from a stable stance.
  393. level.scr_sound[ "foley" ][ "train_fly_pickyourtargets" ] = "train_fly_pickyourtargets";
  394.  
  395. //Afghan Translator You've got to pick your targets by aiming deliberately down your sights from a stable stance.
  396. level.scr_sound[ "translator" ][ "train_fly_pickyourtargets" ] = "train_aft_pickyourtargets";
  397.  
  398. //Sgt. Foley training Private Allen, show our friends here how the Rangers take down a target.
  399. level.scr_sound[ "foley" ][ "train_fly_howtherangers" ] = "train_fly_howtherangers";
  400. level.scr_face[ "foley" ][ "train_fly_howtherangers" ] = %train_fly_howtherangers;
  401.  
  402. //Afghan Translator The soldier will now demonstrate how the Rangers shoot at a target.
  403. level.scr_sound[ "translator" ][ "train_fly_howtherangers" ] = "train_aft_howtherangers";
  404.  
  405. //Sgt. Foley training Crouch first, and then aim down your sight at the targets.
  406. level.scr_sound[ "foley" ][ "train_fly_crouchfirst" ] = "train_fly_crouchfirst";
  407.  
  408. //Afghan Translator Crouch first, and then aim down your sight at the targets.
  409. level.scr_sound[ "translator" ][ "train_fly_crouchfirst" ] = "train_aft_crouchfirst";
  410.  
  411. //Sgt. Foley training Private Allen, aim down your sights before engaging the target.
  412. level.scr_sound[ "foley" ][ "nag_ads_fire_01" ] = "train_fly_beforeengaging";
  413.  
  414. //Sgt. Foley training Don't forget to aim down your sights, Private.
  415. level.scr_sound[ "foley" ][ "nag_ads_fire_02" ] = "train_fly_dontforget";
  416.  
  417. //Sgt. Foley training Allen, adopt a crouching stance and aim down your sights.
  418. level.scr_sound[ "foley" ][ "nag_crouch_fire_01" ] = "train_fly_crouchingstance";
  419.  
  420. //Sgt. Foley training I need to you fire while crouched, Private.
  421. level.scr_sound[ "foley" ][ "nag_crouch_fire_02" ] = "train_fly_crouched";
  422.  
  423. //Sgt. Foley 5 12 Now that's how you do it. You want to take down your targets quickly and with control.
  424. level.scr_sound[ "foley" ][ "train_fly_howyoudoit" ] = "train_fly_howyoudoit";
  425.  
  426. /*-----------------------
  427. ADS WHILE PRONE
  428. -------------------------*/
  429. //Sgt. Foley training That's all there is to it. You want your target to go down? You gotta aim down your sights.
  430. level.scr_sound[ "foley" ][ "train_fly_gottaaim" ] = "train_fly_gottaaim";
  431.  
  432. //Afghan Translator It is that simple. Do you want to hit your target or not? You must aim using the sights on your weapons.
  433. level.scr_sound[ "translator" ][ "train_fly_gottaaim" ] = "train_aft_gottaaim";
  434.  
  435. //Sgt. Foley training Your accuracy will increase if you are crouched or prone on the ground.
  436. //level.scr_sound[ "foley" ][ "train_fly_accuracy" ] = "train_fly_accuracy";
  437.  
  438. //Afghan Translator Your accuracy will increase if you are crouched or lying prone on the ground.
  439. //level.scr_sound[ "translator" ][ "train_aft_accuracy" ] = "train_aft_accuracy";
  440.  
  441. //Sgt. Foley training Private Allen will demonstrate what I'm talking about.
  442. //level.scr_sound[ "foley" ][ "train_fly_willdemonstrate" ] = "train_fly_willdemonstrate";
  443.  
  444. //Afghan Translator The soldier will demonstrate what I'm talking about.
  445. //level.scr_sound[ "translator" ][ "train_aft_willdemonstrate" ] = "train_aft_willdemonstrate";
  446.  
  447. //Sgt. Foley training Private Allen, go prone and take out a few more targets.
  448. //level.scr_sound[ "foley" ][ "train_fly_goprone" ] = "train_fly_goprone";
  449.  
  450. //Afghan Translator The soldier will now go prone and shoot a few more targets to demonstrate.
  451. //level.scr_sound[ "translator" ][ "train_aft_goprone" ] = "train_aft_goprone";
  452.  
  453. //Sgt. Foley training Fire from the prone position, Private.
  454. //level.scr_sound[ "foley" ][ "train_fly_firefromprone" ] = "train_fly_firefromprone";
  455.  
  456. //Sgt. Foley training Private, I need you to fire from the prone position.
  457. //level.scr_sound[ "foley" ][ "train_fly_needyoutofire" ] = "train_fly_needyoutofire";
  458.  
  459. /*-----------------------
  460. TIMED ADS - SWITCHING TARGETS
  461. -------------------------*/
  462. //Sgt. Foley training Aiming down your sights also works for switching quickly between targets.
  463. level.scr_sound[ "foley" ][ "train_fly_switching" ] = "train_fly_switching";
  464.  
  465. //Afghan Translator Aiming down your sights also works for switching quickly between targets.
  466. level.scr_sound[ "translator" ][ "train_fly_switching" ] = "train_aft_switching";
  467.  
  468. //Sgt. Foley training Aim down your sights, then pop in and out to acquire new targets.
  469. level.scr_sound[ "foley" ][ "train_fly_popinandout" ] = "train_fly_popinandout";
  470. level.scr_face[ "foley" ][ "train_fly_popinandout" ] = %train_fly_popinandout;
  471.  
  472. //Afghan Translator Aim down your sights, then pop in and out to acquire new targets.
  473. level.scr_sound[ "translator" ][ "train_fly_popinandout" ] = "train_aft_popinandout";
  474.  
  475. //Sgt. Foley training Show 'em Private.
  476. level.scr_sound[ "foley" ][ "train_fly_showemprivate" ] = "train_fly_showemprivate";
  477. level.scr_face[ "foley" ][ "train_fly_showemprivate" ] = %train_fly_showemprivate;
  478.  
  479. //Sgt. Foley training If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sights.
  480. level.scr_sound[ "foley" ][ "train_fly_iftargetclose" ] = "train_fly_iftargetclose";
  481.  
  482. //Afghan Translator If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sights.
  483. level.scr_sound[ "translator" ][ "train_fly_iftargetclose" ] = "train_aft_iftargetclose";
  484.  
  485. /*-----------------------
  486. TIMED ADS - FAILED - TOO SLOW
  487. -------------------------*/
  488. //Sgt. Foley training That was too slow. You need engage and release your aim quickly to snap to new targets
  489. level.scr_sound[ "foley" ][ "timed_ads_too_slow_00" ] = "train_fly_tooslow";
  490.  
  491. //Sgt. Foley training Too slow. Private Allen, you need to quickly pop in and out of aiming down your sights to snap to new targets.
  492. level.scr_sound[ "foley" ][ "timed_ads_too_slow_01" ] = "train_fly_acquirenew";
  493.  
  494. //Sgt. Foley training Do it again and speed it up. Show these men how to snap to new targets by quickly popping in and out of aiming down your sights.
  495. level.scr_sound[ "foley" ][ "timed_ads_too_slow_02" ] = "train_fly_poppinginandout";
  496.  
  497. /*-----------------------
  498. TIMED ADS - FAILED - NOT SNAPPING
  499. -------------------------*/
  500. //Sgt. Foley training Do it again. You can snap to new targets by quickly engaging and releasing your aim.
  501. level.scr_sound[ "foley" ][ "timed_ads_not_snapping_00" ] = "train_fly_speeditup";
  502.  
  503. //Private Allen, you're not snapping to your targets. You need to quickly engage and release aiming down the sight to snap to new targets.
  504. level.scr_sound[ "foley" ][ "timed_ads_not_snapping_01" ] = "train_fly_notsnapping";
  505.  
  506. //Private Allen, you're doing it wrong. Quickly engage and release aiming down the sight to snap to new targets.
  507. level.scr_sound[ "foley" ][ "timed_ads_not_snapping_02" ] = "train_fly_doingitwrong";
  508.  
  509. /*-----------------------
  510. TIMED ADS - NOT SNAPPING NAGS
  511. -------------------------*/
  512. //Private Allen, aim down your sights to snap to the target.
  513. level.scr_sound[ "foley" ][ "nag_ads_snap_01" ] = "train_fly_aimtosnap";
  514.  
  515. //Don't forget to aim down your sights.
  516. level.scr_sound[ "foley" ][ "nag_ads_snap_02" ] = "train_fly_forgettoaim";
  517.  
  518. //You're firing from the hip, Private. Snap to the target by aiming down your sights
  519. level.scr_sound[ "foley" ][ "nag_ads_snap_03" ] = "train_fly_fromthehip";
  520.  
  521. //You're not aiming properly, Private. Snap to the targets by aiming down your sights.
  522. level.scr_sound[ "foley" ][ "nag_ads_snap_04" ] = "train_fly_notaimingprop";
  523.  
  524.  
  525. /*-----------------------
  526. BULLET PENETRATION
  527. -------------------------*/
  528. //Sgt. Foley training Now if your target is behind light cover, remember that certain weapons can penetrate and hit your target.
  529. level.scr_sound[ "foley" ][ "train_fly_lightcover" ] = "train_fly_lightcover";
  530. level.scr_face[ "foley" ][ "train_fly_lightcover" ] = %train_fly_lightcover;
  531.  
  532. //Afghan Translator Now if your target is behind a thin wall, remember that certain weapons can penetrate and hit your target.
  533. level.scr_sound[ "translator" ][ "train_fly_lightcover" ] = "train_aft_lightcover";
  534.  
  535.  
  536. //Sgt. Foley training The Private here will demonstrate.
  537. level.scr_sound[ "foley" ][ "train_fly_theprivatehere" ] = "train_fly_theprivatehere";
  538. level.scr_face[ "foley" ][ "train_fly_theprivatehere" ] = %train_fly_theprivatehere;
  539.  
  540. //Afghan Translator This soldier will demonstrate.
  541. level.scr_sound[ "translator" ][ "train_fly_theprivatehere" ] = "train_aft_theprivatehere";
  542.  
  543. //Sgt. Foley training Private, hit the target through the wood panel.
  544. level.scr_sound[ "foley" ][ "nag_penetration_fire_01" ] = "train_fly_woodpanel";
  545. level.scr_face[ "foley" ][ "nag_penetration_fire_01" ] = %train_fly_woodpanel;
  546.  
  547. //Sgt. Foley training Private Allen, hit the target through the wood panel.
  548. level.scr_sound[ "foley" ][ "nag_penetration_fire_02" ] = "train_fly_allenwoodpanel";
  549.  
  550. /*-----------------------
  551. FRAG TRAINING
  552. -------------------------*/
  553. //Sgt. Foley training Last but not least, you need to know how to toss a frag grenade.
  554. level.scr_sound[ "foley" ][ "train_fly_tossafrag" ] = "train_fly_tossafrag";
  555.  
  556. //Afghan Translator Last but not least, you need to know how to toss a hand grenade.
  557. level.scr_sound[ "translator" ][ "train_fly_tossafrag" ] = "train_aft_tossafrag";
  558.  
  559. //Sgt. Foley training Private Allen, pick up some frag grenades from the table.
  560. level.scr_sound[ "foley" ][ "train_fly_pickupfrag" ] = "train_fly_pickupfrag";
  561. level.scr_face[ "foley" ][ "train_fly_pickupfrag" ] = %train_fly_pickupfrag;
  562.  
  563. //Sgt. Foley training Toss a grenade down range to take out several targets at once.
  564. level.scr_sound[ "foley" ][ "train_fly_grenadedownrange" ] = "train_fly_grenadedownrange";
  565. level.scr_face[ "foley" ][ "train_fly_grenadedownrange" ] = %train_fly_grenadedownrange;
  566.  
  567. //Sgt. Foley training Sgt. Foley Note that frags tend to roll on sloped surfaces. So think twice before tossing one up hill.
  568. level.scr_sound[ "foley" ][ "train_fly_fragstendtoroll" ] = "train_fly_fragstendtoroll";
  569. level.scr_face[ "foley" ][ "train_fly_fragstendtoroll" ] = %train_fly_fragstendtoroll;
  570.  
  571.  
  572. //Afghan Translator 7 12 Note that frags tend to roll on sloped surfaces. So think twice before tossing one up hill.
  573. level.scr_sound[ "translator" ][ "train_fly_fragstendtoroll" ] = "train_aft_fragstendtoroll";
  574.  
  575. //Afghan Translator This soldier here will throw a grenade to take out several targets at once.
  576. level.scr_sound[ "translator" ][ "train_fly_grenadedownrange" ] = "train_aft_grenadedownrange";
  577.  
  578. /*-----------------------
  579. FOLEY FRAG NAGS
  580. -------------------------*/
  581. //****TODO - REPLACE WITH REAL DIALOGUE
  582. //Sgt. Foley Let's go, Private. Pick up some of the frag grenades from the table
  583. //Sgt. Foley Grab some frags from the table, Private
  584. //Sgt. Foley Private Allen, you need to pick up some frags from the table to complete this demonstration
  585.  
  586.  
  587.  
  588. //Sgt. Foley training Private, throw a grenade and take out those targets.
  589. level.scr_sound[ "foley" ][ "frag_nag_00" ] = "train_fly_throwagrenade";
  590.  
  591. //Sgt. Foley training Private, let's go. Throw a grenade at the targets!
  592. level.scr_sound[ "foley" ][ "frag_nag_01" ] = "train_fly_letsgothrow";
  593.  
  594. //Sgt. Foley training Toss a grenade down range to take out several targets at once.
  595. level.scr_sound[ "foley" ][ "frag_nag_02" ] = "train_fly_grenadedownrange";
  596.  
  597. //Sgt. Foley training That's not good enough, Private. You need to land the grenade closer to the target.
  598. //level.scr_sound[ "foley" ][ "train_fly_notgoodenough" ] = "train_fly_notgoodenough";
  599.  
  600. //Sgt. Foley training You're a Ranger, Private. I know you can get the grenade closer to the target than that, huah?
  601. //level.scr_sound[ "foley" ][ "train_fly_yourearanger" ] = "train_fly_yourearanger";
  602.  
  603. //Sgt. Foley Good.
  604. level.scr_sound[ "foley" ][ "train_fly_good" ] = "train_fly_good";
  605.  
  606. /*-----------------------
  607. GET TO OBJECTIVE
  608. -------------------------*/
  609. //Sgt. Foley training Thanks for the help, Private Allen. Now get over to The Pit...Colonel Shepherd wants to see you run the course.
  610. level.scr_sound[ "foley" ][ "train_fly_thanksforhelp" ] = "train_fly_thanksforhelp";
  611.  
  612. //Sgt. Foley training All right, who here wants to go first? Show me what you've learned so far.
  613. level.scr_sound[ "foley" ][ "train_fly_gofirst" ] = "train_fly_gofirst";
  614.  
  615. //Afghan Translator All right, who here wants to go first? Show me what you've learned so far.
  616. level.scr_sound[ "translator" ][ "train_fly_gofirst" ] = "train_aft_gofirst";
  617.  
  618.  
  619. /*-----------------------
  620. CQB COURSE
  621. -------------------------*/
  622.  
  623. //Cpl. Dunn training Hey Private. Welcome back to The Pit.
  624. level.scr_sound[ "dunn" ][ "train_cpd_welcomeback" ] = "train_cpd_welcomeback";
  625.  
  626. //Cpl. Dunn training I hear Colonel Shepherd wants to pull a shooter from our unit for some special op - he's watching from the tower up there.
  627. level.scr_sound[ "dunn" ][ "train_cpd_specialop" ] = "train_cpd_specialop";
  628.  
  629. //Cpl. Dunn training Go ahead and grab a pistol.
  630. level.scr_sound[ "dunn" ][ "train_cpd_grabapistol" ] = "train_cpd_grabapistol";
  631. level.scr_face[ "dunn" ][ "train_cpd_grabapistol" ] = %train_cpd_grabapistol;
  632.  
  633. //Cpl. Dunn OK. So you already have your side arm.
  634. level.scr_sound[ "dunn" ][ "train_cpd_alreadyhave" ] = "train_cpd_alreadyhave";
  635.  
  636. //Cpl. Dunn training Alright, try switching to your rifle
  637. level.scr_sound[ "dunn" ][ "train_cpd_switchtorifle" ] = "train_cpd_switchtorifle";
  638. level.scr_face[ "dunn" ][ "train_cpd_switchtorifle" ] = %train_cpd_switchtorifle;
  639.  
  640. //Cpl. Dunn training Good. Switch to your sidearm again.
  641. level.scr_sound[ "dunn" ][ "train_cpd_switchtosidearm" ] = "train_cpd_switchtosidearm";
  642. level.scr_face[ "dunn" ][ "train_cpd_switchtosidearm" ] = %train_cpd_switchtosidearm;
  643.  
  644. //Cpl. Dunn Do me a favor and try switching to your sidearm.
  645. level.scr_sound[ "dunn" ][ "train_cpd_tryswitching" ] = "train_cpd_tryswitching";
  646.  
  647. //Cpl. Dunn training You see how switching to your pistol is always faster than reloading?
  648. level.scr_sound[ "dunn" ][ "train_cpd_alwaysfaster" ] = "train_cpd_alwaysfaster";
  649. level.scr_face[ "dunn" ][ "train_cpd_alwaysfaster" ] = %train_cpd_alwaysfaster;
  650.  
  651. //Cpl. Dunn training Ok, grab any weapon you like and head on in. Timer starts as soon as the first target pops.
  652. //level.scr_sound[ "dunn" ][ "train_cpd_anyweapon" ] = "train_cpd_anyweapon";
  653.  
  654. //Cpl. Dunn Smile for the cameras and don't miss.. Shepard and the rest of the brass are scouting for a shooter for some special op.
  655. level.scr_sound[ "dunn" ][ "train_cpd_smileforcameras" ] = "train_cpd_smileforcameras";
  656.  
  657. /*-----------------------
  658. GET INTO THE PIT NAGS
  659. -------------------------*/
  660. //Cpl. Dunn Ok, head on in. Timer starts as soon as the first target pops.
  661. level.scr_sound[ "dunn" ][ "train_cpd_timerstarts" ] = "train_cpd_timerstarts";
  662. level.scr_face[ "dunn" ][ "train_cpd_timerstarts" ] = %train_cpd_timerstarts;
  663.  
  664. //Cpl. Dunn training Private Allen, we don't have all day. Get in The Pit.
  665. level.scr_sound[ "dunn" ][ "train_cpd_donthaveallday" ] = "train_cpd_donthaveallday";
  666. level.scr_face[ "dunn" ][ "train_cpd_donthaveallday" ] = %train_cpd_donthaveallday;
  667.  
  668. //Cpl. Dunn training You're gonna get us both in trouble with the Colonel man. Get in The Pit and run the course.
  669. level.scr_sound[ "dunn" ][ "train_cpd_bothintrouble" ] = "train_cpd_bothintrouble";
  670.  
  671.  
  672. //Cpl. Dunn I don't know why they won't put us in first, Allen.
  673. level.scr_sound[ "dunn" ][ "train_cpd_putusin" ] = "train_cpd_putusin";
  674. level.scr_face[ "dunn" ][ "train_cpd_putusin" ] = %train_cpd_putusin;
  675.  
  676. //Cpl. Dunn There ain't much the Rangers can't do that SF and Delta can...but...(snorts) whatever man. That's SOCOM brass for ya.
  677. level.scr_sound[ "dunn" ][ "train_cpd_socombrass" ] = "train_cpd_socombrass";
  678. level.scr_face[ "dunn" ][ "train_cpd_socombrass" ] = %train_cpd_socombrass;
  679.  
  680. //Cpl. Dunn And all those frickin' blocking positions. When are we gonna see some real action instead of babysitting Seals and D-boys, huah?
  681. level.scr_sound[ "dunn" ][ "train_cpd_realaction" ] = "train_cpd_realaction";
  682. level.scr_face[ "dunn" ][ "train_cpd_realaction" ] = %train_cpd_realaction;
  683.  
  684. //Cpl. Dunn <sigh, sentiment is 'same shit different day/what else is new >
  685. level.scr_sound[ "dunn" ][ "train_cpd_sigh" ] = "train_cpd_sigh";
  686.  
  687. /*-----------------------
  688. PIT DIALOGUE
  689. -------------------------*/
  690. //Cpl. Dunn Clear the area!
  691. level.scr_radio[ "train_cpd_clearthearea" ] = "train_cpd_clearthearea";
  692.  
  693. //Cpl. Dunn Clear the first area. Go! Go! Go!
  694. level.scr_radio[ "train_cpd_clearfirstgogogo" ] = "train_cpd_clearfirstgogogo";
  695.  
  696. //Cpl. Dunn Area cleared! Move into the building!
  697. level.scr_radio[ "train_cpd_areacleared" ] = "train_cpd_areacleared";
  698.  
  699. //Cpl. Dunn Up the stairs!
  700. level.scr_radio[ "train_cpd_upthestairs" ] = "train_cpd_upthestairs";
  701.  
  702. //Cpl. Dunn Last area! Move! Move!
  703. level.scr_radio[ "train_cpd_lastareamove" ] = "train_cpd_lastareamove";
  704.  
  705. //Cpl. Dunn Just switch to your other weapon! It's faster than reloading!
  706. level.scr_radio[ "train_cpd_justswitch" ] = "train_cpd_justswitch";
  707.  
  708. //Cpl. Dunn You missed some targets, just keep moving
  709. level.scr_radio[ "train_cpd_missedsome" ] = "train_cpd_missedsome";
  710.  
  711. //Cpl. Dunn You left targets in the last area, just keep moving
  712. level.scr_radio[ "train_cpd_lefttargets" ] = "train_cpd_lefttargets";
  713.  
  714. //Cpl. Dunn training Watch out for civilians.
  715. level.scr_radio[ "train_cpd_watchout" ] = "train_cpd_watchout";
  716.  
  717. //Cpl. Dunn training Aww you killed a civvie. Come on, Allen!
  718. level.scr_radio[ "train_cpd_awwkilled" ] = "train_cpd_awwkilled";
  719.  
  720. //Cpl. Dunn training That was a civilian, Private.
  721. level.scr_radio[ "train_cpd_acivilian" ] = "train_cpd_acivilian";
  722.  
  723. //Cpl. Dunn training Melee with your knife!
  724. level.scr_radio[ "train_cpd_melee" ] = "train_cpd_melee";
  725.  
  726. //Cpl. Dunn training Crouch under the obstacle and keep moving!
  727. //level.scr_radio[ "train_cpd_crouch" ] = "train_cpd_crouch";
  728.  
  729. //Cpl. Dunn training Jump down and head for the exit!
  730. level.scr_radio[ "train_cpd_jumpdown" ] = "train_cpd_jumpdown";
  731.  
  732. //Cpl. Dunn training Sprint to the exit! Clock's ticking!
  733. level.scr_radio[ "train_cpd_sprint" ] = "train_cpd_sprint";
  734.  
  735.  
  736. /*-----------------------
  737. DUNN MELEE NAGS
  738. -------------------------*/
  739.  
  740. //Cpl. Dunn training Melee with your knife!
  741. level.scr_radio[ "melee_nag_00" ] = "train_cpd_melee";
  742.  
  743. //Cpl. Dunn You need to use your knife, Allen
  744. level.scr_radio[ "melee_nag_01" ] = "train_cpd_needtouseknife";
  745.  
  746. //Cpl. Dunn No bullets, Private, use your knife for that target
  747. level.scr_radio[ "melee_nag_02" ] = "train_cpd_nobullets";
  748.  
  749. //Cpl. Dunn Melee that target, Private
  750. level.scr_radio[ "melee_nag_03" ] = "train_cpd_meleethattarget";
  751.  
  752. //Cpl. Dunn Use your knife!
  753. level.scr_radio[ "melee_nag_04" ] = "train_cpd_useyourknife";
  754.  
  755. /*-----------------------
  756. DUNN ADS NAGS
  757. -------------------------*/
  758. //Cpl. Dunn Stop firing from the hip! Aim down your sights!
  759. level.scr_radio[ "pit_ads_nag_00" ] = "train_cpd_stopfiringfromhip";
  760.  
  761. //Cpl. Dunn Aim down your sights, Private!
  762. level.scr_radio[ "pit_ads_nag_01" ] = "train_cpd_aimsightsprivate";
  763.  
  764. //Cpl. Dunn You need to aim down your sights, Allen!
  765. level.scr_radio[ "pit_ads_nag_02" ] = "train_cpd_needtoaim";
  766.  
  767. //Cpl. Dunn Stop firing from the hip! Aim down your sights!
  768. //level.scr_radio[ "pit_ads_nag_02" ] = "train_cpd_stopfiringfromhip2";
  769.  
  770. /*-----------------------
  771. DUNN MOVE FORWARD NAGS
  772. -------------------------*/
  773.  
  774. //Cpl. Dunn Move! This is a timed course!
  775. level.scr_radio[ "nag_hurry_00" ] = "train_cpd_timedcourse";
  776.  
  777. //Cpl. Dunn Keep moving forward!
  778. level.scr_radio[ "nag_hurry_01" ] = "train_cpd_movingforward";
  779.  
  780. //Cpl. Dunn Keep moving forward! Go! Go! Go!
  781. level.scr_radio[ "nag_hurry_02" ] = "train_cpd_movingforwardgo";
  782.  
  783. //Cpl. Dunn Move! Move! You're running out of time!
  784. level.scr_radio[ "nag_hurry_03" ] = "train_cpd_runningoutoftime";
  785.  
  786. //Cpl. Dunn Let's go! Move up! This is a timed course, Private
  787. level.scr_radio[ "nag_hurry_04" ] = "train_cpd_timedcourse2";
  788.  
  789.  
  790. /*-----------------------
  791. DUNN SPRINT NAGS - FAIL, TRY AGAIN
  792. -------------------------*/
  793.  
  794. //Cpl. Dunn You need to sprint to complete the course. Go back to the red circle and try again
  795. level.scr_radio[ "nag_didnt_sprint_00" ] = "train_cpd_needtosprint";
  796.  
  797. //Cpl. Dunn You didn't sprint, Private. Go back to the red circle and sprint to the exit.
  798. level.scr_radio[ "nag_didnt_sprint_01" ] = "train_cpd_didntsprint";
  799.  
  800. //Cpl. Dunn You need to sprint, Private. Go back to the red circle and sprint to the end.
  801. level.scr_radio[ "nag_didnt_sprint_02" ] = "train_cpd_gobackandsprint";
  802.  
  803. //Cpl. Dunn You can't finish till you sprint, Allen. Go back to the red circle and sprint to the end.
  804. level.scr_radio[ "nag_didnt_sprint_03" ] = "train_cpd_cantfinishsprint";
  805.  
  806. /*-----------------------
  807. DUNN SPRINT NAGS - GO GO GO
  808. -------------------------*/
  809. //Cpl. Dunn Go! Sprint to the exit!
  810. level.scr_radio[ "nag_sprint_00" ] = "train_cpd_sprinttoexit";
  811.  
  812. //Cpl. Dunn Move! Sprint, Private!
  813. level.scr_radio[ "nag_sprint_01" ] = "train_cpd_movesprint";
  814.  
  815. //Cpl. Dunn Sprint, Allen! Go! Go! Go!
  816. level.scr_radio[ "nag_sprint_02" ] = "train_cpd_sprintallengogogo";
  817.  
  818. //Cpl. Dunn Now sprint to the exit! Move! Move! Move!
  819. level.scr_radio[ "nag_sprint_03" ] = "train_cpd_nowsprint";
  820.  
  821. /*-----------------------
  822. END OF PIT DIALOGUE
  823. -------------------------*/
  824. //Cpl. Dunn You took out too many targets with your knife. Try again, this time, with bullets.
  825. level.scr_sound[ "dunn" ][ "train_cpd_targetswithknife" ] = "train_cpd_targetswithknife";
  826.  
  827. //Cpl. Dunn training Not good enough, Allen. You took too long and killed too many civilians. Try it again.
  828. level.scr_sound[ "dunn" ][ "train_cpd_longandcivilians" ] = "train_cpd_longandcivilians";
  829.  
  830. //Cpl. Dunn training Not good enough, Allen. You took too long and missed too many targets. Try it again.
  831. level.scr_sound[ "dunn" ][ "train_cpd_longandtargets" ] = "train_cpd_longandtargets";
  832.  
  833. //Cpl. Dunn training Not good enough, Allen. You missed too many targets. Try it again.
  834. level.scr_sound[ "dunn" ][ "train_cpd_targets" ] = "train_cpd_targets";
  835.  
  836. //Cpl. Dunn training Not good enough, Allen. You killed too many civilians. Try it again.
  837. level.scr_sound[ "dunn" ][ "train_cpd_civilians" ] = "train_cpd_civilians";
  838.  
  839. //Cpl. Dunn Too damn slow. You need to run it again, Private.
  840. level.scr_sound[ "dunn" ][ "train_cpd_needtorunagain" ] = "train_cpd_needtorunagain";
  841.  
  842. //Cpl. Dunn Alright. Head back in and give it another go.
  843. level.scr_sound[ "dunn" ][ "train_cpd_anothergo" ] = "train_cpd_anothergo";
  844. level.scr_face[ "dunn" ][ "train_cpd_anothergo" ] = %train_cpd_anothergo;
  845.  
  846. //Cpl. Dunn Alright. Head upstairs and regroup with the others
  847. level.scr_sound[ "dunn" ][ "train_cpd_headupstairs" ] = "train_cpd_headupstairs";
  848. level.scr_face[ "dunn" ][ "train_cpd_headupstairs" ] = %train_cpd_headupstairs;
  849.  
  850. //Cpl. Dunn training You can run the course again or regroup with the others by the main gate.
  851. level.scr_sound[ "dunn" ][ "train_cpd_runagain" ] = "train_cpd_runagain";
  852. level.scr_face[ "dunn" ][ "train_cpd_runagain" ] = %train_cpd_runagain;
  853.  
  854. /*-----------------------
  855. END OF PIT DIFFICULTY SELECTION
  856. -------------------------*/
  857.  
  858. //EASY
  859. //Cpl. Dunn training Not bad. Looks like you're getting a little sloppy though.
  860. level.scr_sound[ "dunn" ][ "end_of_course_easy_01" ] = "train_cpd_sloppy";
  861. level.scr_face[ "dunn" ][ "train_cpd_sloppy" ] = %train_cpd_sloppy;
  862.  
  863. //Cpl. Dunn Alright I guess. You need some serious polish though.
  864. level.scr_sound[ "dunn" ][ "end_of_course_easy_02" ] = "train_cpd_alrgihtiguess";
  865. level.scr_face[ "dunn" ][ "end_of_course_easy_02" ] = %train_cpd_alrgihtiguess;
  866.  
  867. //Cpl. Dunn Good enough, but you're getting a little sloppy.
  868. level.scr_sound[ "dunn" ][ "end_of_course_easy_03" ] = "train_cpd_goodenough";
  869. level.scr_face[ "dunn" ][ "end_of_course_easy_03" ] = %train_cpd_goodenough;
  870.  
  871. //REGULAR
  872. //Cpl. Dunn training I've seen worse. You've got a few rough edges though.
  873. level.scr_sound[ "dunn" ][ "end_of_course_reg_01" ] = "train_cpd_roughedges";
  874. level.scr_face[ "dunn" ][ "end_of_course_reg_01" ] = %train_cpd_roughedges;
  875.  
  876. //Cpl. Dunn That wasn't horrible, but it wasn't amazing either.
  877. level.scr_sound[ "dunn" ][ "end_of_course_reg_02" ] = "train_cpd_wasnthorrible";
  878. level.scr_face[ "dunn" ][ "end_of_course_reg_02" ] = %train_cpd_wasnthorrible;
  879.  
  880. //Cpl. Dunn You look ok out there, but you still need some work.
  881. level.scr_sound[ "dunn" ][ "end_of_course_reg_03" ] = "train_cpd_lookok";
  882. level.scr_face[ "dunn" ][ "end_of_course_reg_03" ] = %train_cpd_lookok;
  883.  
  884. //HARDENED
  885. //Cpl. Dunn training Good, man, very good. You've still got it.
  886. level.scr_sound[ "dunn" ][ "end_of_course_hard_01" ] = "train_cpd_stillgotit";
  887. level.scr_face[ "dunn" ][ "end_of_course_hard_01" ] = %train_cpd_stillgotit;
  888.  
  889. //Cpl. Dunn That was pretty damn good. Nice work, Allen.
  890. level.scr_sound[ "dunn" ][ "end_of_course_hard_02" ] = "train_cpd_prettygood";
  891. level.scr_face[ "dunn" ][ "end_of_course_hard_02" ] = %train_cpd_prettygood;
  892.  
  893. //Cpl. Dunn Very nice. Run like a true professional.
  894. level.scr_sound[ "dunn" ][ "end_of_course_hard_03" ] = "train_cpd_verynice";
  895. level.scr_face[ "dunn" ][ "end_of_course_hard_03" ] = %train_cpd_verynice;
  896.  
  897. //VETERAN
  898. //Cpl. Dunn training Very impressive, man! You made that course your bitch!
  899. level.scr_sound[ "dunn" ][ "end_of_course_vet_01" ] = "train_cpd_veryimpressive";
  900. level.scr_face[ "dunn" ][ "end_of_course_vet_01" ] = %train_cpd_veryimpressive;
  901.  
  902. //Cpl. Dunn Amazing work. Now that's how you run The Pit.
  903. level.scr_sound[ "dunn" ][ "end_of_course_vet_02" ] = "train_cpd_amazingwork";
  904. level.scr_face[ "dunn" ][ "end_of_course_vet_02" ] = %train_cpd_amazingwork;
  905.  
  906. /*-----------------------
  907. ENDING SEQUENCE
  908. -------------------------*/
  909. //Overlord (HQ Radio) training All Hunter units, get to your victors. We're headed out.
  910. level.scr_radio[ "train_hqr_headedout" ] = "train_hqr_headedout";
  911.  
  912. //Sgt. Foley training Everyone get to your vehicles! We're moving out!
  913. level.scr_sound[ "foley" ][ "train_fly_movingout" ] = "train_fly_movingout";
  914.  
  915. //Ranger 2 training They blew the damn bridge! We gotta move!
  916. level.scr_sound[ "generic" ][ "train_ar2_blewthebridge" ] = "train_ar2_blewthebridge";
  917.  
  918. //Ranger 1 training BCT One is trapped across the river in the red zone! We've lost contact!
  919. level.scr_sound[ "generic" ][ "train_ar1_trapped" ] = "train_ar1_trapped";
  920.  
  921. //Ranger 1 training Come on Allen!
  922. //level.scr_sound[ "generic" ][ "train_ar1_comeon" ] = "train_ar1_comeon";
  923.  
  924.  
  925.  
  926.  
  927.  
  928.  
  929. //Yeah that guy was my C. O.
  930. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_myco";
  931.  
  932. //Yeah he got taken out.
  933. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_takenout";
  934.  
  935. //Yeah you should see my truck, I got a dually.
  936. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_truck";
  937.  
  938. //Yeah, I can haul? pretty big loads.
  939. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_canhaul";
  940.  
  941. //Dude you love big loads.
  942. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_lovebigloads";
  943.  
  944. //I'm joking! Everybody take it easy.
  945. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_joking";
  946.  
  947. //There are times when I wake up in the morning and think... You know what? I could probably dodge bullets? like that movie.
  948. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_dodgebullets";
  949.  
  950. //No, not that movie, the one with the?.
  951. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_notthatmovie";
  952.  
  953. //? yeah "Cats and Dogs".
  954. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_catsanddogs";
  955.  
  956. //Dude you know what's great about this place? Nobody minds if you're high.
  957. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_nobodyminds";
  958.  
  959. //Nobody can tell if your high if you're wearing shades, that's the whole point of shades.
  960. //level.scr_sound[ "conversation_xx" ][ xx ] = "train_ar4_shades";
  961.  
  962.  
  963.  
  964.  
  965.  
  966. /*-----------------------
  967. RANDOM CONVERSATIONS #1
  968. -------------------------*/
  969. //Ranger 3 training 14 3 Hey man, you get the word? Boon bugged out.
  970. level.scr_sound[ "conversation_01" ][ 0 ] = "train_ar3_boonbugged";
  971.  
  972. //Ranger 4 training 14 4 AWOL? Man he's going to miss the party.
  973. level.scr_sound[ "conversation_01" ][ 1 ] = "train_ar4_awol";
  974.  
  975. //Ranger 2 Get those letters? See those letters?
  976. level.scr_sound[ "conversation_01" ][ 2 ] = "train_ar2_getthoseletters";
  977.  
  978. //Ranger 5 training 14 5 Yeah word came down from the Captain in G-2.
  979. level.scr_sound[ "conversation_01" ][ 3 ] = "train_ar5_wordcame";
  980.  
  981. //Ranger 2 I ain't worried about them mines? worried about them damn camel spiders.
  982. level.scr_sound[ "conversation_01" ][ 4 ] = "train_ar2_camelspiders";
  983.  
  984. //Ranger 1 training 14 1 Yeah, maybe if we had some batteries for our PEQ-4's (pr. Peck fours) we wouldn't be in this situation.
  985. level.scr_sound[ "conversation_01" ][ 5 ] = "train_ar1_somebatteries";
  986.  
  987. //Ranger 2 training 14 2 Supply company coming in at oh eight hundred...
  988. level.scr_sound[ "conversation_01" ][ 6 ] = "train_ar2_0800";
  989.  
  990. //Ranger 1 training 14 6 Fine, but don't push our luck. I've got the Sergeant-Major up my ass about this.
  991. level.scr_sound[ "conversation_01" ][ 7 ] = "train_ar1_pushourluck";
  992.  
  993. //Man you shoot like a girl. Look at you.
  994. level.scr_sound[ "conversation_01" ][ 8 ] = "train_ar4_likeagirl";
  995.  
  996. //Look how you hold your gun. You look like you're in the civil war.
  997. level.scr_sound[ "conversation_01" ][ 9 ] = "train_ar4_holdgun";
  998.  
  999. //Ranger 2 training 14 7 Gotta secure that turret plating before we roll out.
  1000. level.scr_sound[ "conversation_01" ][ 10 ] = "train_ar2_secureturret";
  1001.  
  1002. //Ranger 3 training 14 8 Roger that, Sar-Major.
  1003. level.scr_sound[ "conversation_01" ][ 11 ] = "train_ar3_sarmajor";
  1004.  
  1005. //Ranger 2 It's the one bad thing about being up front- no women.
  1006. level.scr_sound[ "conversation_01" ][ 12 ] = "train_ar2_nowomen";
  1007.  
  1008. //Ranger 2 Who's got watch tonight?
  1009. level.scr_sound[ "conversation_01" ][ 13 ] = "train_ar2_watchtonight";
  1010.  
  1011. //Ranger 5 training 14 15 BCT-1 rolled out at oh-four hundred across the bridge.
  1012. level.scr_sound[ "conversation_01" ][ 14 ] = "train_ar5_rolledout";
  1013.  
  1014. //Ranger 1 training 14 16 Total B.S. man...we get stuck here while BCT-1 gets all the action.
  1015. level.scr_sound[ "conversation_01" ][ 15 ] = "train_ar1_alltheaction";
  1016.  
  1017. //Ranger 2 I tell ya . . . I hear that- you guys sleepin'? I hear that crap going off at night I can't sleep. I don't think I've slept in like six months.
  1018. level.scr_sound[ "conversation_01" ][ 16 ] = "train_ar2_icantsleep";
  1019.  
  1020. //Ranger 2 training 14 17 Gaskets are blown. Need new plugs too.
  1021. level.scr_sound[ "conversation_01" ][ 17 ] = "train_ar2_newplugs";
  1022.  
  1023. //Ranger 3 training 14 18 Where the hell did you get that?
  1024. level.scr_sound[ "conversation_01" ][ 18 ] = "train_ar3_getthat";
  1025.  
  1026. //Ranger 3 training 14 23 Keep it to yourself, Jackson.
  1027. level.scr_sound[ "conversation_01" ][ 19 ] = "train_ar3_toyourself";
  1028.  
  1029. //Ranger 2 So wait dude, combat jack? What the hell is that? Are you crazy? Like in the middle of a battle?
  1030. level.scr_sound[ "conversation_01" ][ 20 ] = "train_ar2_combatjack";
  1031.  
  1032. //Ranger 2 Hey, hey Donnie. I might need some help back here. It's a two man job.
  1033. level.scr_sound[ "conversation_01" ][ 21 ] = "train_ar2_twomanjob";
  1034.  
  1035. //Ranger 5 <laughs>
  1036. level.scr_sound[ "conversation_01" ][ 22 ] = "train_ar5_laugh1";
  1037.  
  1038. //You should have seen these local cops we had to train. Some of these guys were total yahoos.
  1039. level.scr_sound[ "conversation_01" ][ 23 ] = "train_ar4_traincops";
  1040.  
  1041. //It's like the show up in track suits expecting to shoot people in the face. I don't know what these guys were thinking.
  1042. level.scr_sound[ "conversation_01" ][ 24 ] = "train_ar4_tracksuits";
  1043.  
  1044. //Nah, these guys were like kids most of them? they're like.. You know, shooting their neighbors and then all of a sudden they want to be policemen. It's ridiculous.
  1045. level.scr_sound[ "conversation_01" ][ 25 ] = "train_ar4_ridiculous";
  1046.  
  1047.  
  1048. /*-----------------------
  1049. RANDOM CONVERSATIONS #2
  1050. -------------------------*/
  1051.  
  1052. //Ranger 1 training 14 21 No ammo, no armor.
  1053. level.scr_sound[ "conversation_02" ][ 0 ] = "train_ar1_noammo";
  1054.  
  1055. //Ranger 2 training 14 22 That's why I'm a cold-blooded carnivorous warrior, bro.
  1056. level.scr_sound[ "conversation_02" ][ 1 ] = "train_ar2_coldblooded";
  1057.  
  1058. //Ranger 4 training 14 9 It's like watching a monkey trying to screw a football.
  1059. level.scr_sound[ "conversation_02" ][ 2 ] = "train_ar4_monkey";
  1060.  
  1061. //Ranger 5 training 14 10 <laughs>
  1062. level.scr_sound[ "conversation_02" ][ 3 ] = "train_ar5_laugh1";
  1063.  
  1064. //Ranger 2 Can't sleep- dust, sand. I just wanna go home.
  1065. level.scr_sound[ "conversation_02" ][ 4 ] = "train_ar2_wannagohome";
  1066.  
  1067. //Ranger 1 training 14 11 Get over to the motor pool and give Hunter Two a hand with that jam on the Mark-19, huah?
  1068. level.scr_sound[ "conversation_02" ][ 5 ] = "train_ar1_motorpool";
  1069.  
  1070. //Ranger 2 training 14 12 Since when does a //Ranger get paid to sit on his ass?
  1071. level.scr_sound[ "conversation_02" ][ 6 ] = "train_ar2_getpaid";
  1072.  
  1073. //Ranger 3 training 14 13 Check mate, bitch.
  1074. level.scr_sound[ "conversation_02" ][ 7 ] = "train_ar3_checkmate";
  1075.  
  1076. //Ranger 4 training 14 14 <sigh> Saw that coming. Weak, man!
  1077. level.scr_sound[ "conversation_02" ][ 8 ] = "train_ar4_weakman";
  1078.  
  1079. //Ranger 5 training 14 30 You guys see the Delta team that came through here yesterday?
  1080. level.scr_sound[ "conversation_02" ][ 9 ] = "train_ar5_deltateam";
  1081.  
  1082. //Ranger 1 training 14 31 Uh, I don't think those guys were Delta.
  1083. level.scr_sound[ "conversation_02" ][ 10 ] = "train_ar1_dontthink";
  1084.  
  1085. //Ranger 2 training 14 32 I'm pretty sure some of them were from Delta. Except maybe that dude with the freaky mask.
  1086. level.scr_sound[ "conversation_02" ][ 11 ] = "train_ar2_freakymask";
  1087.  
  1088. //Ranger 2 Hey, anybody seen my duffel?
  1089. level.scr_sound[ "conversation_02" ][ 12 ] = "train_ar2_seenmyduffel";
  1090.  
  1091. //Ranger 3 training 14 33 I remember that guy?totally non-regulation man.
  1092. level.scr_sound[ "conversation_02" ][ 13 ] = "train_ar3_nonregulation";
  1093.  
  1094. //Ranger 4 training 14 34 Ya think? What about that dude with the mohawk?
  1095. level.scr_sound[ "conversation_02" ][ 14 ] = "train_ar4_yathink";
  1096.  
  1097. //Ranger 5 training 14 35 Bender says he saw that mohawk guy bitchslap the D-boys on the shooting course.
  1098. level.scr_sound[ "conversation_02" ][ 15 ] = "train_ar5_bendersays";
  1099.  
  1100. //Ranger 1 training 14 36 BS man. Nobody's faster than Delta. Nobody.
  1101. level.scr_sound[ "conversation_02" ][ 16 ] = "train_ar1_nobody";
  1102.  
  1103. //Ranger 2 training 14 37 These guys were man, I'm tellin' ya.
  1104. level.scr_sound[ "conversation_02" ][ 17 ] = "train_ar2_tellinya";
  1105.  
  1106. //Ranger 3 training 14 38 Whatever dude...Bender says a lot of things.
  1107. level.scr_sound[ "conversation_02" ][ 18 ] = "train_ar3_bendersaysalot";
  1108.  
  1109. //Ranger 2 You know, whatever. Jerk.
  1110. level.scr_sound[ "conversation_02" ][ 19 ] = "train_ar2_whateverjerk";
  1111.  
  1112. //Ranger 4 training 14 39 You got any chocolate covered raisins in your MRE?
  1113. level.scr_sound[ "conversation_02" ][ 20 ] = "train_ar4_raisins";
  1114.  
  1115. //Ranger 5 training 14 40 Yeah.
  1116. level.scr_sound[ "conversation_02" ][ 21 ] = "train_ar5_yeah";
  1117.  
  1118. //Ranger 1 training 14 41 Fork 'em over man, I'll trade ya for these curry packets.
  1119. level.scr_sound[ "conversation_02" ][ 22 ] = "train_ar1_forkemover";
  1120.  
  1121. //Ranger 2 training 14 42 Sweet. Thanks man. I love this stuff.
  1122. level.scr_sound[ "conversation_02" ][ 23 ] = "train_ar2_thanksman";
  1123.  
  1124. //Ranger 2 How's your family doing?
  1125. level.scr_sound[ "conversation_02" ][ 24 ] = "train_ar2_howsyourfamily";
  1126.  
  1127. //Ranger 3 training 14 43 Better put your blood type on your shoelaces.
  1128. level.scr_sound[ "conversation_02" ][ 25 ] = "train_ar3_bloodtype";
  1129.  
  1130. //Ranger 4 training 14 44 Yeah, that's what the D-boys do.
  1131. level.scr_sound[ "conversation_02" ][ 26 ] = "train_ar4_dboysdo";
  1132.  
  1133. //Ranger 2 training 14 47 Make sure you get a box of tracers.
  1134. level.scr_sound[ "conversation_02" ][ 27 ] = "train_ar2_boxoftracers";
  1135.  
  1136. //Ranger 2 Oh, oh that's. . . That's good. Oh. <laughs> Yeah. Alright. Alright bro. You gotta sleep sometime.
  1137. level.scr_sound[ "conversation_02" ][ 28 ] = "train_ar2_sleepsometime";
  1138.  
  1139. //Honestly, I can not take the taste of sand anymore.
  1140. level.scr_sound[ "conversation_02" ][ 29 ] = "train_ar4_tasteofsand";
  1141.  
  1142. //There is sand in every single orafice on my body, it's unbelievable.
  1143. level.scr_sound[ "conversation_02" ][ 30 ] = "train_ar4_sandyorafice";
  1144.  
  1145. //I swear to god I am crapping sand now.
  1146. level.scr_sound[ "conversation_02" ][ 31 ] = "train_ar4_crapsand";
  1147.  
  1148. /*-----------------------
  1149. RANDOM CONVERSATIONS #3
  1150. -------------------------*/
  1151.  
  1152. //Ranger 5 training 14 50 Anyone see the grease for the Mark 19 turret? I'm trying to fix the turret ring.
  1153. level.scr_sound[ "conversation_03" ][ 0 ] = "train_ar5_fixturret";
  1154.  
  1155. //Ranger 3 training 14 53 Anyone hear back from BCT-1 yet?
  1156. level.scr_sound[ "conversation_03" ][ 1 ] = "train_ar3_bct1";
  1157.  
  1158. //Ranger 4 training 14 54 Hey Troy, you gotta pack of smokes?
  1159. level.scr_sound[ "conversation_03" ][ 2 ] = "train_ar4_packasmokes";
  1160.  
  1161. //Ranger 2 D'you get that stuff from yer mom?
  1162. level.scr_sound[ "conversation_03" ][ 3 ] = "train_ar2_stufffrommom";
  1163.  
  1164. //Ranger 5 training 14 55 <laughs>
  1165. level.scr_sound[ "conversation_03" ][ 4 ] = "train_ar5_laugh3";
  1166.  
  1167. //Ranger 3 training 14 48 Load one tracer three rounds before the end of your mag. That way you'll know ahead of time to reload.
  1168. level.scr_sound[ "conversation_03" ][ 5 ] = "train_ar3_onetracer";
  1169.  
  1170. //Ranger 4 training 14 49 Cool idea man, never thought of that.
  1171. level.scr_sound[ "conversation_03" ][ 6 ] = "train_ar4_coolidea";
  1172.  
  1173. //Came home and his old lady was shacked up with some other guy.
  1174. level.scr_sound[ "conversation_03" ][ 7 ] = "train_ar4_oldlady";
  1175.  
  1176. //I don't wish that on anybody
  1177. level.scr_sound[ "conversation_03" ][ 8 ] = "train_ar4_dontwish";
  1178.  
  1179. //Ranger 2 Yo! Who took my water?
  1180. level.scr_sound[ "conversation_03" ][ 9 ] = "train_ar2_tookmywater";
  1181.  
  1182. //Ranger 1 training 14 51 Hey, I need an extra mag for the two-forty. You got one?
  1183. level.scr_sound[ "conversation_03" ][ 10 ] = "train_ar1_extramag";
  1184.  
  1185. //Ranger 2 training 14 52 Huah, I got five. Knock yourself out.
  1186. level.scr_sound[ "conversation_03" ][ 11 ] = "train_ar2_gotfive";
  1187.  
  1188. //Ranger 5 training 14 45 You wanna live, you do what they do.
  1189. level.scr_sound[ "conversation_03" ][ 12 ] = "train_ar5_wannalive";
  1190.  
  1191. //Ranger 1 training 14 46 Huah.
  1192. level.scr_sound[ "conversation_03" ][ 13 ] = "train_ar1_huah";
  1193.  
  1194. //Ranger 2 Hey you guys wanna give me a hand over here?
  1195. level.scr_sound[ "conversation_03" ][ 14 ] = "train_ar2_givemeahand";
  1196.  
  1197. //Ranger 4 training 14 24 Hey Marks, you ever see a grown man naked?
  1198. level.scr_sound[ "conversation_03" ][ 15 ] = "train_ar4_grownman";
  1199.  
  1200. //Ranger 5 training 14 25 <laughter and snort>
  1201. level.scr_sound[ "conversation_03" ][ 16 ] = "train_ar5_laugh2";
  1202.  
  1203. //Ranger 1 training 14 26 Careful Booker, don't encourage him.
  1204. level.scr_sound[ "conversation_03" ][ 17 ] = "train_ar1_carefulbooker";
  1205.  
  1206. //Ranger 2 training 14 27 We're on a tight schedule here, ell-tee.
  1207. level.scr_sound[ "conversation_03" ][ 18 ] = "train_ar2_tightschedule";
  1208.  
  1209. //Ranger 3 training 14 28 No kidding. Colonel Shepherd's been breathing down my neck about the AVLB but it's just too slow for rapid-response.
  1210. level.scr_sound[ "conversation_03" ][ 19 ] = "train_ar3_tooslow";
  1211.  
  1212. //Ranger 4 training 14 29 Well, you'd better figure out something Lieutenant, or we're swimming across that river.
  1213. level.scr_sound[ "conversation_03" ][ 20 ] = "train_ar4_swimming";
  1214.  
  1215. //Ranger 2 You see those Delta guys? Yeah, man. That was crazy. Dude with the beard- that's the gig I want. Except. . . Not really. <laughs>
  1216. level.scr_sound[ "conversation_03" ][ 21 ] = "train_ar2_seedeltaguys";
  1217.  
  1218. //Ranger 2 Can't wait 'til we get back to supply camp. She was hot.
  1219. level.scr_sound[ "conversation_03" ][ 22 ] = "train_ar2_shewashot";
  1220.  
  1221. //Hey man you still gay?
  1222. level.scr_sound[ "conversation_03" ][ 23 ] = "train_ar4_stillgay";
  1223.  
  1224. //I'm kidding.
  1225. level.scr_sound[ "conversation_03" ][ 24 ] = "train_ar4_kidding";
  1226.  
  1227. //Don't ask don't tell bro.
  1228. level.scr_sound[ "conversation_03" ][ 25 ] = "train_ar4_dontaskdonttell";
  1229.  
  1230. }
  1231.  
  1232. #using_animtree( "vehicles" );
  1233. vehicles()
  1234. {
  1235. level.scr_anim[ "bridge_layer_bridge" ][ "bridge_lower" ] = %roadkill_M60A1_bridge_lower;
  1236. level.scr_anim[ "bridge_layer_bridge" ][ "bridge_raise" ] = %M60A1_bridge_raise;
  1237.  
  1238. level.scr_anim[ "bridge_layer" ][ "bridge_lower" ] = %roadkill_M60A1_tank_lower;
  1239. level.scr_anim[ "bridge_layer" ][ "bridge_raise" ] = %M60A1_tank_raise;
  1240.  
  1241. level.scr_anim[ "bridge_layer" ][ "bridge_arm_lower" ] = %roadkill_M60A1_arm_lower;
  1242.  
  1243. level.scr_animtree[ "bridge_layer_bridge" ] = #animtree;
  1244. level.scr_animtree[ "bridge_layer" ] = #animtree;
  1245.  
  1246.  
  1247. level.scr_anim[ "hummer" ][ "hummer_sequence" ] = %training_humvee_door;
  1248. level.scr_animtree[ "hummer" ] = #animtree;
  1249.  
  1250. }
  1251.  
  1252. #using_animtree( "script_model" );
  1253. model_anims()
  1254. {
  1255. //gun anims
  1256. level.scr_anim[ "pit_gun" ][ "training_pit_sitting_welcome" ] = %training_pit_sitting_welcome_gun;
  1257. level.scr_anim[ "pit_gun" ][ "training_pit_sitting_idle" ][ 0 ] = %training_pit_sitting_idle_gun;
  1258. level.scr_anim[ "pit_gun" ][ "training_pit_stand_idle" ][ 0 ] = %training_pit_stand_idle_gun;
  1259. level.scr_anim[ "pit_gun" ][ "training_pit_open_case" ] = %training_pit_open_case_gun;
  1260.  
  1261. level.scr_animtree[ "pit_gun" ] = #animtree;
  1262.  
  1263. level.scr_anim[ "training_case_01" ][ "training_pit_open_case" ] = %training_pit_case_1;
  1264. level.scr_anim[ "training_case_02" ][ "training_pit_open_case" ] = %training_pit_case_2;
  1265.  
  1266. level.scr_animtree[ "training_case_01" ] = #animtree;
  1267. level.scr_animtree[ "training_case_02" ] = #animtree;
  1268.  
  1269.  
  1270. level.scr_anim[ "tarp" ][ "training_camo_tarp_wind" ][ 0 ] = %training_camo_tarp_wind;
  1271. level.scr_animtree[ "tarp" ] = #animtree;
  1272.  
  1273. tarps = getentarray( "tarps", "targetname" );
  1274. foreach( tarp in tarps )
  1275. {
  1276. tarp.animent = spawn( "script_origin", ( 0, 0, 0 ) );
  1277. tarp.animent.origin = tarp.origin;
  1278. tarp.animent.angles = tarp.angles;
  1279. tarp.animname = "tarp";
  1280. tarp assign_animtree();
  1281. tarp.animent thread anim_loop_solo( tarp, "training_camo_tarp_wind", "stop_loop" );
  1282. }
  1283.  
  1284.  
  1285. }
  1286.  
  1287. #using_animtree( "animated_props" );
  1288. basketball_anims()
  1289. {
  1290.  
  1291. level.scr_anim[ "basketball" ][ "training_basketball_loop" ][ 0 ] = %training_basketball_ball;
  1292. level.scr_animtree[ "basketball" ] = #animtree;
  1293.  
  1294. addNotetrack_customFunction( "basketball", "ps_scn_trainer_bball_dribble", ::bounce_fx );
  1295. addNotetrack_customFunction( "basketball", "ps_scn_trainer_bball_bounce_pass", ::bounce_fx );
  1296.  
  1297. }
  1298.  
  1299. bounce_fx ( basketball )
  1300. {
  1301. //iprintlnbold( "Boing" );
  1302. playfxontag( getfx( "ball_bounce_dust_runner" ), basketball, "tag_origin");
  1303.  
  1304. }
  1305.  
  1306. trainee_fire_weapon( guy )
  1307. {
  1308. if ( !flag( "player_near_range" ) )
  1309. return;
  1310. guy playsound( "drone_m4carbine_fire_npc" );
  1311. PlayFXOnTag( getfx( "m16_muzzleflash" ), guy, "tag_flash" );
  1312. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement